Capcom vs SNK 2/Maki/Combos

From SuperCombo Wiki

Combos

All health values tested using C-Groove Ratio 2 against a C-Groove Ratio 2 Ryu at full health

All combos are written in Numpad Notation, refer to this visual aide if you need help reading it.

Meterless Combos
Combo Position Damage Stun Difficulty Notes
Notation Here Position Damage Stun Difficulty Notes
Notation Here Position Damage Stun Difficulty Notes

Custom Combos

Maki's Custom Combo Slide by GunterJPN

Old Combo Table

Meterless Combos

Maki has very few natural combos. The meterless options available to her are generally sub-optimal and have some disadvantages. Without meter, the majority of damage will come from single pokes adding up, big hits (sweeps, air attacks, suprise slides, overheads) and throws. Still, there are opportunities to get a few hits in when the opportunity presents itself.

Into Bushin Chains

  • j.MK Crossup xx Bushin Chain Kick Ender
  • j.MK Crossup xx Bushin Chain Throw Ender

Into Genko

  • HP xx Genko
  • MP xx Genko
  • cr.MP xx Genko

Into Reppukyaku

  • (cr.)LP×2 xx Reppukyaku

Links and Counter Hits

  • cr.MP into cr.LK
  • (Counter Hit) cr.MP into far HP
  • Counter Hit cr.MP into cr.HK (2f)
  • Counter Hit (cr.)LP xx Genko
  • LP, MP, LP, LK xx Kick Super

Combos With Meter

Into Bushin Gouraiha (Punch Super)

Into Tesshinhou (Kick Super)

A-Groove Custom Combos

Information for this section comes from Gunter's Custom Combo Collection guide on his Google Drive space. For the full guide, complete with video, go to https://tinyurl.com/MakiCCs.

Ground

Crouching Opponent - If the opponent is standing, Maki needs to sweep them and use a juggling combo. There are so many options - HPs (cr.HPs are easiest, but you can do HP, cr.HP for a pixel or so more damage) directly into Rolls. You can also Reppukyaku into cr.HP, and even Genko into cr.HP, and use a runstop for the transition move. But the best option is jumping HPs. Sweep and launch with cr.HP, whiff a LP or LK to cancel your recovery, and superjump after them.

Standing Opponent - If the opponent is standing, you can do repeated HKs.

Anti-Air

Maki can Reppukyaku and cancel with a cr.HP to launch the opponent, You can basically do any of the juggling Ground CCs from this point. While this is the faster start, the move requires you to have a certain level of health, and it costs you some of that health in order to perform it If you don’t have enough health to do a Reppukyaku, Maki’s Genko also knocks the opponent down - it just has a lot of startup. Roll canceling it may help.

Blocked

Unfortunately, Maki has no blocked combo that will last for anything more than a few hits. However, you may consider using a Hayagake overhead attack to attempt a reset, or a runstop 720 super to get some damage when the opponent is blocking.

Other

Slide Start - Starting with a Hayagake low slid allows you to go through a fireball, and also to retaliate a blocked Psycho Crusher, Blanka Ball, or Hotfoot.

Corner Blanka Ball Retaliation - If you’re close enough to the corner when you block a Blanka Ball, you can activate and immediately do an HP Genko.

CC off Punch Throw - You can activate after a Punch Throw in the corner, and hit with a LP before they hit the ground.

Corner Dan/Rolento Combo - Maki can OTG C/P/S Dan/Rolento after her most damaging combo in the corner, allowing for an even more damaging CC.

Repeated Regular Throws - Maki is one of the few characters that repeatedly throw Dan and Rolento with regular throws. She can even do it full screen.


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