Genryusai Maki FAQ For Capcom vs SNK 2 on Arcade, Dreamcast, and Playstation 2. Written by Kenny "Kenshi" Tam Contact: kennytam@foxhound.zzn.com =============== 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 " - (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