Explore Maki's full movelist in Capcom vs. SNK 2, including her special moves like Hayagake (QCF + K, K) and Super Specials.
Walkthrough
- 1Special Moves:
- 2Genko: Quarter-Circle Forward + Punch (QCF + P)
- 3Hayagake: Quarter-Circle Forward + Kick, Kick (QCF + K, K)
- 4Saka Hayagake: Quarter-Circle Back + Kick, Kick (QCB + K, K)
- 5Tengu Daoshi (Air): Half-Circle Forward + Punch (HCF + P)
- 6Hassoukyaku (Air & near wall): Quarter-Circle Back + Punch or Kick (QCB + P/K)
- 7Rappukyaku (Takes some life): Kick x3 (Kx3)
- 8Super Specials:
- 9Sushin Gouralna: Quarter-Circle Forward x2 + Punch (QCFx2 + P)
- 10Tessninnou: Quarter-Circle Forward x2 + Kick, Kick (QCFx2 + K, K)
- 11Ajaratengu (Air): 720 degrees + Punch (720 + P)
- 12Normal Attacks - Standing:
- 13LP (Quick Jab): A quick poke with her tonfa. Chains into another LP or LK. Useful for punishing and can lead into a kick super.
- 14MP: A long-reaching tonfa hit, excellent for out-poking opponents. Beats moves like Honda's headbutt and Blanka's ball if timed correctly.
- 15Close MP: Maki comes down with her forearm. Cancelable and provides advantage on hit or block.
- 16SP: A far-reaching tonfa swing. Good for punishing blocked Psycho Crushers. Can be used as an anti-air occasionally.
- 17Close SP: A very high-reaching kick. Super cancelable only. Too risky for anti-air.
- 18LK: A swift kick to the shin with good range. Can combo into her punch super or level 3 kick super.
- 19MK: A fast side kick with more range than MP. Can win rounds against opponents who try to out-poke.
- 20Close MK: A high knee attack. Can be special or super canceled.
- 21SK: A high kick that moves Maki forward. Usable as an anti-air if timed early. Super cancelable.
- 22Close SK: A very high-reaching kick. Super cancelable only. Too risky for anti-air.
- 23Normal Attacks - Crouching:
- 24LP (Quick Jab): Low tonfa poke. Chains into c.lp, c.lk, s.lp, s.lk, KKK, and super.
- 25MP: Low elbow attack. Chains into c.lk, s.lk, c.mk, s.mk, c.hp, s.hp, s.hk, KKK, and super. Chaining many attacks requires tight timing for high damage.
- 26SP: Maki swings her tonfa upwards. Good horizontal and vertical range, considered Maki's best normal anti-air. Super cancelable.
- 27LK: Maki slides out her left leg. Ok range and safe if blocked. Chains into c.lp, c.lk, s.lp, s.lk, KKK, and super.
- 28MK: Maki swings out her right leg. Good range, fast, and super cancelable. Can lead into kick super.
- 29SK: Maki spins around and sweeps opponent. Super cancelable. Good after a throw break or from max range.
- 30Normal Attacks - Jumping:
- 31LP: Sticks out her tonfa. Stays out for a while, allowing early use. Special and super cancelable. Can be used to set up a 720.
- 32MP: Similar to j.lp but lasts for a shorter duration. Special and super cancelable.
- 33D + MP: Maki comes straight down with her elbow. High priority attack with a large vertical hitbox. Best used in air-to-air situations. Can combo into c.mp~c.hp->kick super if it hits on a jump-in.
- 34SP: Maki swings her tonfa downward. Fast attack with good vertical range. Can be used to stall opponents in the air. Super cancelable.
- 35LK: Maki kicks very high into the air. Good for air-to-air when below the opponent. Special and super cancelable. Can be used with a wall jump (qcb+lp) to escape the corner.
- 36MK: Maki kicks straight forward. Good for air-to-air when at the same level as the opponent. Has great range and can be used as a cross-up.
Tips
- For K-Maki, punishing with one or two LP's into an LK into a kick super is a great tool for dealing significant damage, especially when raged or having a level 3 super ready.
- MP is an excellent poke that can cleanly beat many opponent attacks if timed correctly.
- When opponents start air blocking, mix up your approach with KKK and Maki's SP (crouching SP) for guaranteed knockdowns.
- The crouching SP is Maki's best normal anti-air move.
- Jumping MK should be used frequently as it has great range and can be used as a cross-up.
- If you are jumping in, throwing out j.lp early before landing can help set up a 720 super with little reaction time for the opponent.
- The crouching MP into crouching HP into a kick super combo requires very tight timing but leads to tremendous damage.
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