Genryusai Maki FAQ
For Capcom vs SNK 2 on Arcade, Dreamcast, and Playstation 2.
Written by Kenny "Kenshi" Tam
Contact:
[email protected]
===============
Version History
===============
Version 1.0
January 29, 2002
Everything.
=================
Table of Contents
=================
I. Introduction
II. Profile
III. Annotations and Abbreviations
IV. General Moves
V. Special Moves
VI. Desperation Moves
VII. General Notes
VIII. Strategies
IX. Combos
X. Miscellany
XI. Notes and Credits
===============
I. Introduction
===============
This FAQ is for Maki, the newcomer to CvS2. I used Guy in Street
Fighter, so I decided to try her out in this game.
The move lists and descriptions I got from sitting next to my machine
and watching the move several twenty times on training mode. The
Translations I transliterated directly from the Cantonese names, so
they might be a bit off or sound funny.
===========
II. Profile
===========
Full Name: Genryuusai Maki (Current Limiting Difference Volume??)
Age: 20 (as of Final Fight 2)
Birthday: January 1, 1976
Nationality: Japan
Height: 5.4 ft
Weight: 50kg
From: Final Fight 2
==================================
III. Annotations and Abbreviations
==================================
UB U UF UB= Up-Back U= Up UF= Up-Forward
\ | / B= Back N= Neutral F= Forward
B--N--F DB= Down-Back D= Down DF= Down-Forward
/ | \
DB D DF
LP= Light Punch MP= Medium Punch HP= Hard Punch
LK= Light Kick MK= Medium Kick HK= Hard Kick
P= Any Punch K= Any Kick
PP= Two Punches Simultaneously KK= Two Kicks Simultaneously
PPP= All Three Punches KKK= All Three Kicks
QCF= Quarter Circle Forward (D, DF, F)
QCB= Quarter Circle Back (D, DB, B)
DPM= Dragon Punch Motion (F, D, DF)
RDP= Reverse Dragon Punch (B, D, BD)
HCF= Half Circle Forward (B, DB, D, DF, F)
HCB= Half Circle Back (F, DF, D, DB, B)
360= Spin Joystick in Full Circle
Super Jump= Tap Down, then Up or any Up direction quickly to do a
further, large jump. A trail will appear behind the opponent if done
correctly.
Dash= Tap Forward or Back twice quickly to move quickly in that
direction.
Throw= When near an opponent, press either Forward or Back and Hard
Punch or Hard Kick to execute a throw attack.
Throw Escape= When being grabbed for a throw, Press either Forward or
Back and Hard Punch or Hard Kick to escape.
Evasion= Press Light Punch and Light Kick simultaneously. Depending
on the groove, the character will perform an action that will evade
most moves for the duration of the action.
Taunt= Press Select to do a special taunt.
Grooves
*******
C-Groove:
---------
This mode is similar to the Alpha Series as well as Capcom Groove in
the original game. The character has a gauge at the bottom of the
screen, which is divided into three sections, shown by a larger area
as the level increases. Attacking and performing moves will increase
this gauge.
Depending on the Level, Different levels of Super Combos can be
performed:
Level 1- Super Combo Command + LP or LK
Level 2- Super Combo Command + MP or MK
Level 3- Super Combo Command + HP or HK
The higher the level, the more powerful it usually will be. The
levels are cumulative, so doing a level 2 super on with a Level 3
gauge will leave the bar with 1 level left.
Dash- Tap either Forward or Back Twice quickly to do a small dash in
that directly.
Rolling- Press LP and LK simultaneously to perform a moving dodge,
which can pass through most Special and Super moves, as well as the
opponent.
Counter Attack- While blocking, immediately tap Forward + MP+MK to
perform a counterattack. Note that it requires 1 level of the Super
Gauge to perform this move.
Air Block- Press Back whilst in the air to block. Super moves cannot
be air blocked.
Tactical Recovery- When Knocked down, press all 3 Punch Buttons to
delay your character getting up.
A-Groove:
---------
This mode is similar to the Custom Combo Groove, the V-ism from
Street Fighter Zero 3. At the bottom of the Screen is a Custom Combo
Gauge, which can be filled up by attacking. At 50% full, a Level 1
Super combo can be performed. When full, a Custom Combo can be
performed.
Level 1- Super Combo Command + Button
Level 2- Custom Combo - HP and HK Simultaneously
Dash- Tap Forward or Back Twice to do a quick small dash towards the
enemy.
Safe Fall- Press All Three Punch Buttons whilst Landing to recover on
the ground.
Rolling- Press LP and LK simultaneously to perform a rolling dodge
which can pass through most Special and Super Attacks, as well as the
opponent.
Counter Attack- While blocking, immediately tap Forward + MP+MK to
perform a counterattack. Note that it requires 1 level of the Super
Gauge to perform this move.
P-Groove:
---------
This Groove is the most similar to the Street Fighter 3 system. It
includes the Parry Command as well as a single level Super gauge
which fills up when attacking.
Super Combo- Super Command +Button
Note that there is only one level in P-Groove, and that it will be a
Level 3 combo.
Parry- The Instant the opponent makes contact with a hit, Tap forward
for High Attacks, and Down for low attacks. The opponent will Parry
the away the opponent, leaving them open for a counterattack. The
timing window has been decreased significantly though, making it
harder to perform.
Dash- Tap Forward or Back Twice to do a quick small dash towards the
enemy.
Safe Fall- Press All Three Punch Buttons whilst Landing to recover on
the ground.
Small Jump- Tap Up, or any Up Directional to do a small jump.
S-Groove:
---------
This groove is similar to the Extra mode from the King of Fighters
series, as well as the original SNK-Groove from the Original Capcom
vs. SNK.
The Super Gauge is filled by Charging, Pressing the HP and HK
simultaneously. The Character will begin charging up their powers
and their gauge will start increasing. Note that the character
cannot move or perform any attacks whilst doing this. When the Bar
is full, the character is slightly stronger as well as being able to
do a Level 1 Super Combo. Note that the bar will start decreasing
once it reaches the maximum and the opportunity to perform Super
combos will end when the bar is empty.
When the Character takes enough damage, the Vitality Gauge will begin
flashing. At this point the Character can do unlimited Level 1 Super
moves, and if the Super Gauge is also full, a Level 3, MAX Super
Combo.
Run- Tap Forward or Back Twice to run towards the enemy.
Tactical Recovery- When Knocked down, press all 3 Punch Buttons to
delay your character getting up.
Counter Attack- While blocking, immediately tap Forward + MP+MK to
perform a counterattack. Note that it requires 1 level of the Super
Gauge to perform this move.
Dodge- Press LP and LK simultaneously to do a quick dodge animation.
The character does not move, but has the same properties as the roll.
Small Jump- Tap Up, or any Up Directional to do a small jump.
N-Groove:
---------
This Groove is similar to the Advance Mode from the King of Fighters.
The character can perform Super combos when they have 'stock.'
The super Gauge is filled by attacking. When full, the Super gauge
will reset but a Counter will appear in the box next to it,
indicating the character now as 'stock.' The Character can perform
as many Level 1 super Combos as there are number of stock.
The character can 'Power MAX' by pressing HP and HK together. It
will cost a single stock unit, but the character will become more
powerful. In addition, MAX level moves can be performed.
Run- Tap Forward or Back Twice to run towards the enemy.
Safe Fall- Press All Three Punch Buttons whilst landing to recover on
the ground.
Rolling- Press LP and LK simultaneously to perform a moving dodge,
which can pass through most Special and Super moves, as well as the
opponent.
Counter Attack- While blocking, immediately tap Forward + MP+MK to
perform a counterattack. Note that it requires 1 level of the Super
Gauge to perform this move.
Small Jump- Tap Up, or any Up Directional to do a small jump.
K-Groove:
---------
This groove is he most similar to that of Samurai Spirits (Showdown.)
the gauge fills up as the character gets hit and receives damage or
performing Just Defense. When the gauge fills up, the character will
be in Rage MAX mode, which allows the character to perform MAX Super
combos as well as dealing more damage. Note that the bar will start
decreasing once it reaches the maximum and MAX mode will end when the
bar is empty.
Just Defense- Tap Back right before the enemy makes contact with
their hit. If done successfully, the character will take no Guard
damage as well as gain some vitality. The character will also
recovery sooner and be able to counterattack.
Run- Tap Forward or Back Twice to run towards the enemy.
Tactical Recovery- When Knocked down, press all 3 Punch Buttons to
delay your character getting up.
Small Jump- Tap Up, or any Up Directional to do a small jump.
=================
IV. General Moves
=================
Fan Service Rating: Maki basically wears a small apron,
revealing..stuff underneath. Some moves tend to flash.. that. Out
of 5.
Standing-
*********
Light Punch- Pokes at the opponent with her tonfa. Doesn't extend
the tonfa fully though, so it has same range as everyone else's jab
basically. Combos.
Fan Service Rating: 0
Medium Punch- Same as LP but she extends her tonfa this time. Slower
than usual and retracts her tonfa downwards. Up close it becomes
downwards elbow with tonfa for added damage. Combos.
Fan Service Rating: 0
Hard Punch- Whips out her tonfa sideways. Comes out and moves fast.
But has slight delay at the end of move. Becomes upwards elbow to
the face. Combos up close.
Fan Service Rating: 0
Light Kick- A quick high kick to opponent's shin. Pretty fast, but
not rapid fire move. Doesn't combo though.
Fan Service Rating: 1
Medium Kick- A basic side kick. Pretty fast and makes a good poke.
Becomes knee up close. Knee can combo into Genko.
Fan Service Rating: 2
Hard Kick- Does a high round house to the opponents face. Moves
forward when doing move. Up close it becomes a split kick to the
opponents face. Can be used as anti-air.
Fan Service Rating: 5!
Jumping-
********
Light Punch- A flying downwards punch. Pretty typical move really.
She uses the tip of her tonfa but doesn't use it to increase her
range. Lasts throughout the attack.
Fan Service Rating: 1
Medium Punch- Same as LP but retracts move as well as does more
damage.
Fan Service Rating: 2
Hard Punch- Hits downwards with Tonfa. Has good coverage and
priority, making it quite a good move to use.
Fan Service Rating: 2.5
Light Kick- Does a kick upwards. Good for air countering for
jumping in opponents, but nothing else really.
Fan Service Rating: 5!
Medium Kick- Does a standard looking jump kick. Angled so it can be
used as anti-air as well as combo starting. Good range, but she
extends and retracts leg in the attack.
Fan Service Rating: 3
Hard Kick- Same as MK but slower and angled slightly lower.
Fan Service Rating: 3
Crouching-
**********
Light Punch- Does a light poke. Does not extend tonfa. Comes out as
fast as button is jammed. Useful in combos.
Fan Service Rating: 0
Medium Punch- Strikes downwards with her tonfa. Takes sme time to
perform. Has poor range.
Fan Service Rating: 0
Hard Punch- Rise upwards while twirling her tonfa. Great anti-air
move. Comes out fast and the tonfa creates a lot of coverage for
Maki. Some recovery time but good move overall.
Fan Service Rating: 0
Light Kick- Sticks out her leg out along the ground, hitting the
opponent's ankle. Not much use. Good poke if needed.
Fan Service Rating:0.5
Medium Kick- A turning low kick. Longer range than LK, but slightly
slower. Used in combos basically.
Fan Service Rating: 4
Hard Kick- Does a spinning sweep. Similar to Guy's crouching MK, but
it knocks down dealing 1 hit. Good range and useful for countering
or interrupting though.
Fan Service Rating: 5!
================
V. Special Moves
================
Command Moves
-------------
-nil.
Throws
------
Grab combo- (B or F+HP)
Maki grabs the opponent and smashes them with the tonfa then does a
HK to kick them away.
Fan Service Rating: 2
Knee - (B or F+HK)
Maki grabs the enemy and knees them 9 times. Mashing the buttons and
moving directional pad/joystick back and forth will increase knee
frequency and number of hits.
Fan Service Rating: 2
Special Moves
-------------
Genko (Through Punch) - (QCF+P)
Maki leans forward and strikes with her tonfas. Button used
determines how far she travels; although she only takes a step at
most. It is pretty slow though, and does not seem to have auto-
guard. Useful in combos I suppose.
Fan Service Rating: 5!
Reppukyaku (Gale Wind Kick) - (3K)
Maki spins around on one arm, doing a spinning kick move. It takes a
bit of her Vitality though. Pretty high priority move and goes good
damage. Can hit as anti-air as well as combo-end.
Fan Service Rating: 1 (too fast!)
Hassou Kyaku (Eight Ships Kick?) - (near wall in Air, QCB+H or K)
When near a wall, Maki leaps off the wall.
Using Punch will make Maki leap towards the opponent, doing a flip
throw if it connects. It moves relatively slowly and is pretty
vulnerable, so use it only when totally sure it will connect.
Using Kick will make Maki do a dive kick towards the enemy. Pretty
high priority and speed, but can still be easily knocked out of the
air.
Fan Service Rating: 2
Tengu Daoshi (Tengu Throw) - (in Air, QCF+P)
When near opponent, Maki will grab the opponent and slam them into
the wall. It follows up with an aerial suplex after the opponent
bounces off. Useful for aerial opponents that are jumping in, but
not actually attacking. Must be close to opponent though.
Fan Service Rating: 1
Haya Gake Chains
----------------
HayaGake (Quick Dash) - (QCF+K)
Maki dashes towards her opponent. It can be followed up with 3
different attacks depending on button pressed. It dashes slightly
more than full screen and moves at the same speed as a Psycho Crusher
or Fast Projectile. Similar to Guy's.
Fan Service Rating: 1.5
Jyaku de Wazaga Hassei - (LK during HayaGake)
Maki stops running. Has a short recovery as she skids to a halt.
Useful if you are about to run into a super move or something, as
well as throwing off the opponent.
Fan Service Rating: 2
Chuu de Wazaga Hessei - (MK during HayaGake)
Maki does s sliding kick, following up with a flying suplex. Suplex
only hits if slide kick connects. Pretty fast move, but very
vulnerable if blocked.
Fan Service Rating: 3.5
Kyou de Wazaga Hassei - (HK during HayaGake)
Maki does a leaping kick to the opponent, then performs a flipping
slam, similar to Guy's Bushin Izuna Throw. Good for mixing attacks
on turtling opponents, since it hits high. Can leap over some
projectiles too, and reaches 1/4 screen. May totally leap over
opponent and miss if too close!
Fan Service Rating: 1
Saka Hayagake Chains:
---------------------
Saka Hayagake (Backwards Dash) -(QCB+K)
Maki runs away. Pretty funny watching her outrun projectiles. Make
her race other moves if bored.
Fan Service Rating: 2
Saka Jyaku de Wazaga Hassei - (LK during Saka Hayagake)
Maki Stops running. Same properties as the first one.
Fan Service Rating: 2
Saka Chuu de Wazaga Hessei - (MK during Saka Hayagake)
Maki leaps towards the opponent. Has entire screen range. Good for
surprises if the opponent follows after Maki. She can attack during
the leap as well, but not control how far she jumps.
Fan Service Rating: 0.5
Saka Kyou de Wazaga Hassei - (HK during Saka Hayagake)
Maki leaps further backwards. Leaps entire screen and can perform
normal attacks. Useful for dodging attacks after Maki.
Fan Service Rating: 0.5
===================================
VI. Super Moves/Desperation Attacks
===================================
Bushin GouRaiHa (Warrior God's Mighty Thunder Destroyer)
"Hitotsu <sounds lie battle grunts>" - (QCF, QCF+P)
Maki dashes towards her opponent in a fury of punches and tonfa,
ending with a leaping kick similar to her combo ender in Final Fight
2. Level determines how many hits and damage done. It can be
comboed into, but is pretty vulnerable if blocked or done far away.
Mainly used in combos or up close.
Fan Service Rating: 2.5
TesShinHou (Iron Heart Destroyer) -
"Ougi! Heeyahh!"
"Ougi! Heeyahhh! Kudaki ya!" - (QCF, QCF, K, then K)
Maki dashes her opponent then does a powerful flying kick. Max level
end with a Genko. Maki will perform the actual flying kick when the
kick button is pressed for the second time. Leaping kick can go over
ground projectiles, thus good for tricking opponent into stopping the
kick with a projectile. Vulnerable when blocked though. Has good
priority, but totally vulnerable during the dash.
Fan Service Rating: 4
AjaraTengu (Flying Tengu)
"Hitotsu, Futatsu! Kudaki ya!" - (in Air, 720+P)
"Hitotsu, Futatsu, Mittsu! Omake ya!"
Maki grabs the opponent and slams them repeated back and forth
between the walls of the stage. Does a lot of damage, but needs to
be upclose to connect. Somewhat easier to pull off since it is air
based, but harder to connect due to short range.
Fan Service Rating: 2.5
==================
VII. General Notes
==================
The first version of Maki. Nothing to compare it to.
================
VIII. Strategies
================
Maki is a Guy-type character (the ninja!) but without the blazing
speed. She does gain a few moves though, but doesn't have the
triangle jump.
Character Strategies:
---------------------
Versus;
Gouki/Ryu/Ken
-------------
Chances are the shotokans will be a common enemy. Use the HK
Hayagake to leap over their fireballs, but it needs to be timed
properly or you will either get countered or miss totally. Try to
stay in mid range. The Genko has some recovery time which they could
use to punish, so do it only in combos.
Kusanagi Kyo
------------
Kyo players will try to stay in close range and whip out their
combos. Quite a similar match strategy wise, but his Supers are
wayyy more powerful than Makis. He can interrupt a lot of Makis move
though, so poke in and out. This match is pretty hard actually.
Terry Bogard
------------
A very well balanced character. He is slightly slower than Maki, but
his move can beat all of Maki's as well as counter them. Use the
Saka Hayagake to confuse him especially the MK version. Lure him
into moving towards Maki then make him whiff his attacks. This
battle is really more about the skills of the players as well as
luck. Try using the Reppuukyaku, but keep in mind it requires some
vitality to perform!
Geese Howard
------------
This can be a hard battle. His counters can make poking dangerous,
and his normal moves are very high prioirity. Do note that players
cannot really perform the counter on the spot, but instead, predict
most of the time. The leaping attacks are not much use though, since
they all have a hit detect before the actual grab, so Geese can
simply counter those. Try not to be too jump or air happy since a
Raging Storm is pretty painful. Try mixing up the Hayagake attacks
between High and low. Try a far jump kick if he tries to Shinpuuken.
Rock Howard
-----------
Mix Geese with Terry an you get this powerful character. Maki cannot
really compare with the Shine Knuckle, and Rock can very his game to
either Far or up close and personal. Keep in mid range and keep him
on the confused defensive.
Yagami Iori
-----------
I have no idea how to beat this guy. He can counter air with his Ya
Otome. He is powerful up close and has high priority moves. Try the
HK Hayagake over the Yama Bari, but he may recover in time to punish
the attempt. Arg.
==========
IX. Combos
==========
=============
X. Miscellany
=============
Win Quote:
----------
"I don't hate you. I just don't care about you!"
"You look terribly vexed. Do you see something you like?"
'I'm not just beautiful, I'm better than you!"
"Fighting is such a dirty job. I feel like taking a bath."
"Achoo! I've caught a cold?"
Special Intros:
---------------
-Vs Yamazaki: Yamazaki stretches neck whilst chatting. Maki leans
over.
-Vs Todo: chats.
-Vs Benimaru: Benimaru kisses a heart into the air then zaps up his
hair.
-Vs Vega: Vega spins and hurls a rose.
Comment:
--------
-Her portraits look ugly.
-What is she wearing? Of the lack of!
-Even more fan service than Mai?
=====================
XI. Notes and Credits
=====================
-Capcom Vs SNK 2 is Trademark and Copyright of Capcom. All
Characters mentioned relating to the game are as such property of
Capcom.
-Translations for "BushinGouRaiha," and "Genko," referenced from
Kibagami's "TMakiFAQ/Movelist" for "Capcom vs SNK 2" Hosted at
Gamefaqs.com
-Mr. Jeff Veasey at
Http://www.Gamefaqs.com for hopefully hosting
this FAQ.
-W.W for a CvS 2 games.
-L.N for the NGPC sessions back then.
-N.H; You're no ninja, but you know the quickest way to anyone's
Heart.
-If, for any part, I may have borrowed or referenced information that
originally stemmed from your work, PLEASE do notify me and I will
immediately remove or a credit the work from this FAQ.
This document Copyright 2002 by Kenny "kenshi" Tam, and may not be
duplicated or reproduced (in part or in full) for profit without the
explicit permission of the author. Chances are it will be rare if
anyone would want to use this crappy FAQ.
This document is supposed to appear on
http://www.gamefaqs.com.
http://www.psxcodez.com
http://www.DLH.net
http://www.gamespot.com