Capcom vs SNK 2/Maki

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Introduction

Profile:

- Full Name: Genryuusai Maki

- Age: 20 (as of Final Fight 2)

- Birthday: January 1, 1976

- Nationality: Japan

- Height: 5.4 ft

- Weight: 50kg

- From: Final Fight 2


Story:

In Final Fight 2, a new version of the Mad Gear gang kidnapped the 37th Bushin Master, Genryusai and his daughter, Rena (Maki's father and sister respectively). With the help of professional wrestler and then mayor of Metro City, Mike Haggar and Carlos (a sword-wielding boarder that stayed with Haggar), she traveled around the world and defeated the group's leader, Retu.

(From Wikipedia)

Moves List

Shown Below..............

Normal Moves

s

  • lp - A quick poke with her tonfa. Ok range and chains into another lp or lk. If you're playing K-Maki, you'll come to find that punishing with one or two lp's (depending on distance)into a lk into kick super is a great tool for instantly owning half your opponent's life. Make them fear this when you are raged or have a level 3 ready.
  • mp - A long reaching tonfa hit. An awesome poke. This is what you want to use to piss people off who try to out poke you. It cleanly beats Honda head butts, Blanka balls, Crushers, and the like if you time it right!
  • hp -A far reaching swing of Maki's tonfa. Use this to munish blocked psycho crushers. Can sort of be used as an anit-air every now and again, but there are better options.
  • lk - A swift kick to the shin. Can combo into her punch super or level 3 kick super. (You must learn to do the kick as soon as the super freeze ends.)
  • mk - Another awesome poke. A very fast side kick that has a little more range than her mp. You can win rounds using only this move if your opponent doesn't know any better and keeps trying to out poke you. Use this instead of mp if you need the speed or range to beat an opponent's attack.
  • hk -A high kich that moves Maki forward. This move is all right as an anti-air if you throw it out early enough.

sc

  • lp -
  • mp -
  • hp -
  • lk -
  • mk -
  • hk -

c

  • lp -
  • mp -
  • hp -
  • lk -
  • mk -
  • hk -

j

  • lp -
  • mp -
  • hp -
  • lk -
  • mk -
  • hk -

ju

  • lp -
  • mp -
  • hp -
  • lk -
  • mk -
  • hk -

Special Moves

Distance Punch (Genko)
QCF + P

Suicide Spin (Reppukyaku)
KKK* *Drains 600 Vitality

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

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.

st mk/st fierce xx 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.

Advanced Strategy

Match-ups