Capcom vs SNK 2/Maki

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http://www.shoryuken.com/forums/forumdisplay.php?f=55

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

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