Capcom vs SNK 2/Maki: Difference between revisions

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   | description =  
   | description =  
Maki fully sweeps out her leg low to the ground.
Maki fully sweeps out her leg low to the ground.
* TBA
}}
}}
=== Command Normals ===
<span class="invisible-header">BushinK</span>
{{MoveData
| name    = Bushin Chain
| subtitle =
| input    = {{Icon-Capcom|LP}},{{Icon-Capcom|MP}},{{Icon-Capcom|HP}},{{Icon-Capcom|HK}}
| image    = CvS2_Maki_BushinK.png
| caption  = The Classic Bushin Chain Combo
| linkname = BushinK
| data  =
{{AttackData-CvS2
  | version    =
  | subtitle    =
  | damage      = 300+500+600+700 (2100)
  | stun        = 21
  | cancel      = -
  | guard      = H/L*
  | parry      = H/L*
  | startup    = 4*
  | active      = 4*
  | recovery    = 16*
  | total      = N/A
  | advHit      = +4/-7/-3
  | advBlock    = +4/-7/-3
  | invul      =
  | description =
Maki attacks with a series of chained hits, unique to members of the Bushin-ryu clan.
* TBA
}}
}}
<span class="invisible-header">BushinT</span>
{{MoveData
| name    = Bushin Chain Throw
| subtitle =
| input    = {{Icon-Capcom|LP}},{{Icon-Capcom|MP}},{{Icon-Capcom|HP}},<br>{{Motion|2}}+ {{Icon-Capcom|HP}}
| image    = CvS2_Maki_BushinT.png
| caption  = You can also end it with a throw!
| linkname = BushinT
| data  =
{{AttackData-CvS2
  | version    =
  | subtitle    =
  | damage      = 300+500+600+1000 (2400)
  | stun        = N/A
  | cancel      = -
  | guard      = H/L*
  | parry      = H/L*
  | startup    = 4*
  | active      = 4*
  | recovery    = 16*
  | total      = N/A
  | advHit      = +4/-7/Down
  | advBlock    = +4/-7
  | invul      =
  | description =
Maki attacks with a series of chained hits, ending with a the opponent being tossed up into the air and to the ground.
* TBA
}}
}}
<span class="invisible-header">Airbrake</span>
{{MoveData
| name    = Elbow Drop
| subtitle = aka The Airbrake
| input    = In air, {{Motion|2}}+ {{Icon-Capcom|MP}}
| image    = CvS2_Maki_Airbrake.png
| caption  =
| linkname = Airbrake
| data  =
{{AttackData-CvS2
  | version    =
  | subtitle    =
  | damage      = 800
  | stun        = 8
  | cancel      = -
  | guard      = H
  | parry      = H
  | startup    = 9
  | active      = Until landing
  | recovery    =
  | total      =
  | advHit      =
  | advBlock    =
  | invul      =
  | description =
Maki raises her tonfa in front of her while in the air, slowing her forward momentum.
* TBA
* TBA
  }}
  }}

Revision as of 02:51, 23 November 2021

Introduction

Character Profile

Maki Genryusai is a character from Capcom's Final Fight series, first appearing in 1993's Final Fight 2.

Maki is a ninja trained in Bushinryu, the same style as the 37th Bushinryu Master Genryusai and Guy, her childhood friend. Genryusai and Maki's sister/Guy's fiancée Rena were kidnapped by Metro City's Mad Gear gang and their leader Retu. Maki teamed up with Haggar and Carlos and searched the world. After defeating Rolento in Italy, he told them that the kidnapped pair were held in Japan. After kicking Retu out a window, seemingly to his death, Genryusai and Rena were rescued. Guy and Rena soon married, turning Guy into Maki's brother-in-law.

Later, after Genryusai's death, Zeku ascended to become the 38th Bushinryu Master. He continued to train Guy, eventually making Guy strong enough to defeat him and watch him become the 39th Bushinryu Master.

This turn of events annoyed Maki, who believed she was stronger than Guy. For several years, Maki searched for Guy to try to take the title of Bushinryu master. When she found him, he was in the middle of dealing with Shadaloo. Seeing her opportunity, the two started to fight. However, the fight was interrupted by the appearance of Shadaloo leader M.Bison. Maki rushed off to fight Bison, but was soon overwhelmed by the full might of Bison's Psycho Power. As he was about to deliver the final blow, Guy intervened and caused to Bison to retreat. Irritated, Maki thanked Guy for saving her and admitted she's not strong enough to become master yet, but says she will defeat Guy the next time they meet.

Gameplay Overview & Strategy Summary

Maki is a specialist mid-tier character that relies on Bushin-style speed and deception to set up most of her attacks. Her array of movement and jumping options on the ground and against the wall can control spacing like few other characters, making it easy to keep away from opponents. Her anti-air attacks are outstanding, including her 3K Suicide Spin special move; it is instantly invincible at what is effectively the press of a button, though it costs a bit of Maki's health to perform.

In close quarters, Maki primarily uses mixups and confuses opponents with frame traps, throws, and the threat of a quick overhead. Maki's punch throw has the second largest range in the game (60px instead of the normal 54px), allowing her to do more with her block strings but still get a tick throw in. Cancelling attacks into her forward (or backward) command run can reset block string pressure, launch Maki into her leaping overhead attack, or even allow you to buffer into her 720 command grab super—on the ground or in the air.

Maki's kick super is ridiculously damaging, especially in K-Groove. However, it can be very difficult to confirm into, requiring either a delicate buffer or extremely tight links. In general, this super is used to punish a mistake or bad guess by the opponent, generated by your mixups. Being able to recognize these punish opportunities and then land a quick super cancel off of crouching MK or close/far standing HP is very important to maximize damage potential with Maki.

Though a mid-tier character, Maki matches up well against many high-tier characters in CvS2. She usually wins the positioning game in neutral due to her movement options, and can shutdown most top-tier nonsense and even A-Groove activations with selective use of Suicide Spin. Despite this, Maki struggles on account of having a difficult time converting meter into big damage, especially against experienced players who can react to mixups. Most of the damage she inflicts against opponents will be accumulated from light pokes, heavy single-hit strikes, and throws. Without an easy and reliable super confirm, all the work you do can be undone by an easy and reliable super confirm by your opponent.

Maki is most effective in C, N, and K-Grooves, though each have pros and cons. In K-Groove, the offensive bonus gained from rage can really add up, though it's giving up roll cancel Reach Punch, which Maki benefits greatly from. That becomes an option in N-Groove, as does the extra damage gained from popping a stock; however, Maki's level 1 720 command grab super is rather useless, as it can be jumped out of after the super flash. This is mitigated in C-Groove, where Level 2 supers and a dead-body hop become available, though at the cost of her regular run which can aid in her deception/mixup game.

Character Color Selection

Maki CvS2 colors.png

Character Data

Health (at Ratio 2) 14000 Just Below Average
Stun 70 Average
Stun Duration +0f Normal
Guard Guage Recovery Rate Fast Type Best
Dash Length 113 pixels
Dash Duration
Dash Height 22.5 Dead Body & Ground Fireball Hop
Run Speed 9.0 Very Fast
Roll Distance 120 pixels Average
Roll Duration 27f Standard/Universal
Roll Recovery Frames 2u+4f Average
Wakeup Speed compared to Ryu 0f Normal

Moves List

System & Subsystem Mechanics

Dashes & Run

Roll

Dodge & Dodge Attacks

Guard Cancel Counter Attack & Movement

Throws

Normal Moves

Far Standing Normals

5LP

Stand Jab
Lp.png
5LP / far st.LP
CvS2 Maki 5lp.png
Light Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
300 3 RF/SP/SU H/L H/L 3 4 8 15 +3 +3 -

A quick, high poke with Maki's tonfa.

  • TBA

5MP

Stand Strong
Mp.png
5MP / far st.MP
CvS2 Maki 5mp.png
Medium Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
900 9 SU H/L H 6 6 20 32 -4 -4 -

Maki extends her arm and pokes out with the tip of her tonfa at hip level.

  • TBA

5HP

Stand Fierce
Hp.png
5HP / far st.HP
CvS2 Maki 5hp.png
Heavy Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
1200 12 SU H/L H 6 4 38 48 -14 -14 -

Maki takes a full swing with her tonfa across her body at hip level, reaching a far distance out in front of her.

  • TBA

5LK

Stand Short
Lk.png
5LK / far st.LK
CvS2 Maki 5lk.png
Light Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
400 4 SU H/L H/L 5 6 8 19 +3 +3 -

Maki kicks her foot out low and to the side.

  • TBA

5MK

Stand Forward
Mk.png
5MK / far st.MK
CvS2 Maki 5mk.png
Medium Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
800 8 SU H/L H 6 6 16 28 ±0 ±0 -

Maki leans back and extends her leg out horizontally, hitting with her foot.

  • TBA

5HK

Stand Roundhouse
Hk.png
5HK / far st.HK
CvS2 Maki 5hk.png
Heavy Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
1100 11 SU H/L H 6 6 21 37 -3 -3 -

Maki rotates a leg high into the air, kicking the space in front of her head.

  • TBA

Close Standing Normals

cl5LP

Close Stand Jab
Lp.png
cl5LP / cl.st.LP
CvS2 Maki CL 5lp.png
Close Light Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
300 3 RF/SP/SU H/L H/L 3 4 8 15 +3 +3 -

A quick, high poke with Maki's tonfa.

  • TBA

cl5MP

Close Stand Strong
Mp.png
cl5MP / cl.st.MP
CvS2 Maki CL 5mp.png
Close Medium Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
800 8 SP/SU H/L H 5 6 11 22 +5 +5 -

Maki thrusts her elbow and butt of her tonfa out from her hip.

  • TBA

cl5HP

Close Stand Fierce
Hp.png
cl5HP / cl.st.HP
CvS2 Maki CL 5hp.png
Close Heavy Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
1100 11 SP/SU H/L H 6 4 28 38 -8 -8 -

Maki swings upward with her elbow and butt of her tonfa, hitting above the shoulders.

  • TBA

cl5LK

Close Stand Short
Lk.png
cl5LK / cl.st.LK
CvS2 Maki CL 5lk.png
Close Light Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
400 4 SU H/L H/L 5 6 8 19 +3 +3 -

Maki kicks her foot out low and to the side.

  • TBA

cl5MK

Close Stand Forward
Mk.png
cl5MK / cl.st.MK
CvS2 Maki CL 5mk.png
Close Medium Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
700 7 SP/SU H/L H 5 4 17 26 -1 -1 -

Maki delivers a rising knee to the mid-section.

  • TBA

cl5HK

Close Stand Roundhouse
Hk.png
cl5HK / cl.st.HK
CvS2 Maki CL 5hk.png
Close Heavy Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
1200 12 SU H/L H 5 4 31 40 -11 -11 -

Maki kicks straight up and HIGH into the air, well above her head.

  • TBA

Crouching Normals

2LP

Crouching Jab
D.pngLp.png
2LP / cr.LP
CvS2 Maki 2lp.png
Crouching Light Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
300 3 RF/SP/SU H/L H/L 3 4 8 15 +3 +3 -

A quick poke with the tip of Maki's tonfa at knee level.

  • TBA

2MP

Crouching Strong
D.pngMp.png
2MP / cr.MP
CvS2 Maki 2mp.png
Crouching Medium Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
900 9 SP/SU H/L L 6 4 13 23 +7 +7 -

Maki thrusts the butt of her tonfa straight down into the ground in front of her, hitting low.

  • TBA

2HP

Crouching Fierce
D.pngHp.png
2HP / cr.HP
CvS2 Maki 2hp.png
Crouching Heavy Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
1000 10 SU H/L H/L 6 8 19 33 -1 -1 -

Maki stands up and spins her tonfa around her hand into the air, hitting above and in front of her.

  • TBA

2LK

Crouching Short
D.pngLk.png
2LK / cr.LK
CvS2 Maki 2lk.png
Crouching Light Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
300 3 SP/SU L L 3 4 9 16 +4 +4 -

Maki extends her leg and thrusts her foot out against the ground, kicking low.

  • TBA

2MK

Crouching Forward
D.pngMk.png
2MK / cr.MK
CvS2 Maki 2mk.png
Crouching Medium Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
800 8 SU L L 6 6 17 29 ±0 ±0 -

Maki half-swings her leg out low against the ground, hitting at distance.

  • TBA

2HK

Crouching Roundhouse
D.pngHk.png
2HK / cr.HK
CvS2 Maki 2hk.png
Crouching Heavy Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
1100 11 SU L L 7 4 27 38 Down -7 -

Maki fully sweeps out her leg low to the ground.

  • TBA

Command Normals

BushinK

Bushin Chain
Lp.png,Mp.png,Hp.png,Hk.png
The Classic Bushin Chain Combo
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
300+500+600+700 (2100) 21 - H/L* H/L* 4* 4* 16* N/A +4/-7/-3 +4/-7/-3 -

Maki attacks with a series of chained hits, unique to members of the Bushin-ryu clan.

  • TBA

BushinT

Bushin Chain Throw
Lp.png,Mp.png,Hp.png,
D.png+ Hp.png
You can also end it with a throw!
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
300+500+600+1000 (2400) N/A - H/L* H/L* 4* 4* 16* N/A +4/-7/Down +4/-7 -

Maki attacks with a series of chained hits, ending with a the opponent being tossed up into the air and to the ground.

  • TBA

Airbrake

Elbow Drop
aka The Airbrake
In air, D.png+ Mp.png
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
800 8 - H H 9 Until landing - - - - -

Maki raises her tonfa in front of her while in the air, slowing her forward momentum.

  • TBA

Air Normals

8LP

Jumping Jab
Ub.png,U.png,or Uf.png+Lp.png
8LP
CvS2 Maki 8lp.png
Jumping Light Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
600 6 SP/SU H H 4 22 - - - - -

A downward, angled poke with the tip of Maki's tonfa.

  • TBA

8MP

Jumping Strong
Ub.png,U.png,or Uf.png+Mp.png
8MP
CvS2 Maki 8mp.png
Medium Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
900 9 SP/SU H H 3 8 - - - - -

A downward, angled poke with the tip of Maki's tonfa.

  • TBA

8HP

Jumping Fierce
Ub.png,U.png,or Uf.png+Hp.png
8HP
CvS2 Maki 8hp.png
Heavy Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
1200 12 SU H H 7 6 - - - - -

Maki swings her tonfa hard and straight down, hitting with the tip end.

  • TBA

8LK

Jumping Short
Ub.png,U.png,or Uf.png+Lk.png
8LK
CvS2 Maki 8lk.png
Light Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
500 5 SP/SU H H 4 22 - - - - -

Maki kicks her leg up at a high angle, hitting above her head.

  • TBA

8MK

Jumping Forward
Ub.png,U.png,or Uf.png+Mk.png
8MK
CvS2 Maki 8mk.png
Medium Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
800 8 SU H H 5 8 - - - - -

Maki kicks out her leg in front of her for a classic jump-in attack

  • TBA

8HK

Jumping Roundhouse
Ub.png,U.png,or Uf.png+Hk.png
8HK
CvS2 Maki 8hk.png
Jumping Heavy Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
1000/*1100 10/*11 SU H H 6 6 - - - - -

Maki swings her leg hard, kicking below and in front of her.

  • TBA

Special Moves

Distance Punch (Genko)
QCF + P Maki swings a downward haymaker. Knocks down. Ths move has pretty bad recovery for all strengths, so make sure you do this at max range to make your life a little easier.
Suicide Spin (Reppukyaku)
KKK* *Drains 600 Vitality

Maki spins around on the tip of her tonfa.A lot of times this is your go to anti-air. It can't be air blocked and has a large, abusable amount of invincibility. If you can sense a wake up/reversal super form your opponent, do this right before their super freeze and they'll go right through you (you might even get a hit depending on what the super is). Important to know that while this move hits once, it can be blocked twice.
Wall Jumps (Hassou Kyaku)
Against wall, in Air:
QCB + LP or MP Leaping Grab
QCB + LK or MK Diving Kick
QCB + HP Wall Jump
QCB + HK Wall Stall

Command Air Throw (Tengu Daoshi)
In Air, HCF + P

Command Run Forward (Hayagake)
QCF + K
During Hayagake:
LK Stop Running
MK Sliding Kick
HK Jumping Overhead

Command Run Backward (Saka Hayagake)
QCB + K
During Saka Hayagake:
LK Stop Running
MK Super Jump Forward
HK Super Jump Backward

Supers

Punch Super (Bushin Gouraiha)
QCFx2 + P

Kick Super (Tesshinhou)
QCFx2 + K, K

Maki runs forward exactly like she does for her command run. When you press kick the second time, Maki does a flying kick (ends with an overhead punch if it's the level 3 version). This move can be used to punish moves with long recovery, but you must learn to perform the kick as soon as the super freeze ends!!!

Ways to combo into this are :

1. st mk/st fierce xx (canceled into) kick super. Damage is very good. You'll want to make sure you can do this consistantly. If you can punish whiffs with this, your Maki is a threat.

2. cruoching mp xx kick super. This can also be used as a way to combo into her punch super.

3. standing lp, (x2 if close enough) stancing/crouching lk xx kick super.


Grab Super (Ajaratengu)
(In Air) 720 + P

The Basics

s.lp, s.mp, s.hp, s.hk is her Final Fight chain.

s. lp s. mp s. hp xx d+fierce is an alternate chain that ends with a throw. The timing on the d+fierce is tricky and will probably be inconsistant the first several times you try it.

She isn't really a character with bnb's. The main ones you'll want to know.


(close) st fierce/st mp/st mk xx qcf+p or the slide/overhead off of her run will combo. Should you somehow mess up the previous option is safer.

cr lp lp xx KKK. Easy. It does have its disadvantages. If done in the corner the opponent can punish if they are in a safe fall groove. Also drains some of Maki's life.

Thats really all she has going for generic combos. She does have some super combos though.

Advanced Strategy

Throw super on opponent wake up

This is a nasty little trick tha can vastly improve your Maki game and have your opponent very fearful of getting knoched down. The setup is simple, knock your opponent down via a throw, sweep, or special punch. Afrer that you can do either two things.

1. Hesitate for a brief moment then jump to where the opponent is while inputting the command for the throw super in air. You should time this so that you land as soon as they get up and you perform the super as soon as you land. This can be a real bitch for your opponent to deal with on wakeup. Remember that Maki's throw super is invincible up until the acutal grab part if you're using a level 1 against people with good wakwup dp's.

2. Perform a command run and command stop (lk) just in front of the opponent. You should start the 720 as soon as you start the command stop so that so can instantly grab them as they wake up. This is usually your better option because it isn't as predictable as jumping and it just looks trickier.

Just Defend tips, mixups, and strategies

If you plan on playing Maki you absolutely need to be able to Just Defend like no other. Reasons being:

1. People will try to beat the shit out of you just because you're playing Maki.

2. Just Defending slowly gains back vitality, which Maki loses every time she does KKK. More vitality=more anti-air rape you can dish out.

With that being said, people will catch on to JD~KKK and start empty jumping into air parrying or JD's of their own. You should learn to mix things up after JD'ing a jump in attack. Here are some ideas:

1. JD~throw. Gives a free knock down and it that was the JD to set off your meter, you can command run and 720 as soon as they wake up or apply pressure until you break their guard and then s.hp->kick super.

2. JD~720. This one is pretty damn hard to do but do it once, just once and your opponent will think twice before they jump in again. As soon as you JD, start doing the 720 motion and grab them as soon as you leave the ground. Again, very hard, but scares your opponent into jumping less, leading to more ground trickery.

3. JD~command run and immediate stop. Honestly you dont even need to JD to do this, it's just to add to your flowchart of things to do. Depending on how close/deep the jump in was, you may or may not cross them up. You can influence this by walking backwards or forwards before you JD.

Dealing with air Just Defended DP gayness (sorta) Once you just defend an attack in air, you get sent upwards. So after JD'ing DP in the air your opponent is most likely going to be lame and keep DP'ing you until you fail at Just Defending. My only remedy to this that I know of is down+mp. Worst case scenario, you will trade hits.

Match-ups

CvS2 Wiki Navigation

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