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Capcom vs. SNK 2

LP > qcf, qcf + kick

Explore Maki's full movelist in Capcom vs. SNK 2, including her special moves like Hayagake (QCF + K, K) and Super Specials.

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Explore Maki's full movelist in Capcom vs. SNK 2, including her special moves like Hayagake (QCF + K, K) and Super Specials.

Walkthrough
  1. 1
    Special Moves:
  2. 2
    Genko: Quarter-Circle Forward + Punch (QCF + P)
  3. 3
    Hayagake: Quarter-Circle Forward + Kick, Kick (QCF + K, K)
  4. 4
    Saka Hayagake: Quarter-Circle Back + Kick, Kick (QCB + K, K)
  5. 5
    Tengu Daoshi (Air): Half-Circle Forward + Punch (HCF + P)
  6. 6
    Hassoukyaku (Air & near wall): Quarter-Circle Back + Punch or Kick (QCB + P/K)
  7. 7
    Rappukyaku (Takes some life): Kick x3 (Kx3)
  8. 8
    Super Specials:
  9. 9
    Sushin Gouralna: Quarter-Circle Forward x2 + Punch (QCFx2 + P)
  10. 10
    Tessninnou: Quarter-Circle Forward x2 + Kick, Kick (QCFx2 + K, K)
  11. 11
    Ajaratengu (Air): 720 degrees + Punch (720 + P)
  12. 12
    Normal Attacks - Standing:
  13. 13
    LP (Quick Jab): A quick poke with her tonfa. Chains into another LP or LK. Useful for punishing and can lead into a kick super.
  14. 14
    MP: A long-reaching tonfa hit, excellent for out-poking opponents. Beats moves like Honda's headbutt and Blanka's ball if timed correctly.
  15. 15
    Close MP: Maki comes down with her forearm. Cancelable and provides advantage on hit or block.
  16. 16
    SP: A far-reaching tonfa swing. Good for punishing blocked Psycho Crushers. Can be used as an anti-air occasionally.
  17. 17
    Close SP: A very high-reaching kick. Super cancelable only. Too risky for anti-air.
  18. 18
    LK: A swift kick to the shin with good range. Can combo into her punch super or level 3 kick super.
  19. 19
    MK: A fast side kick with more range than MP. Can win rounds against opponents who try to out-poke.
  20. 20
    Close MK: A high knee attack. Can be special or super canceled.
  21. 21
    SK: A high kick that moves Maki forward. Usable as an anti-air if timed early. Super cancelable.
  22. 22
    Close SK: A very high-reaching kick. Super cancelable only. Too risky for anti-air.
  23. 23
    Normal Attacks - Crouching:
  24. 24
    LP (Quick Jab): Low tonfa poke. Chains into c.lp, c.lk, s.lp, s.lk, KKK, and super.
  25. 25
    MP: 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.
  26. 26
    SP: Maki swings her tonfa upwards. Good horizontal and vertical range, considered Maki's best normal anti-air. Super cancelable.
  27. 27
    LK: 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.
  28. 28
    MK: Maki swings out her right leg. Good range, fast, and super cancelable. Can lead into kick super.
  29. 29
    SK: Maki spins around and sweeps opponent. Super cancelable. Good after a throw break or from max range.
  30. 30
    Normal Attacks - Jumping:
  31. 31
    LP: Sticks out her tonfa. Stays out for a while, allowing early use. Special and super cancelable. Can be used to set up a 720.
  32. 32
    MP: Similar to j.lp but lasts for a shorter duration. Special and super cancelable.
  33. 33
    D + 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.
  34. 34
    SP: Maki swings her tonfa downward. Fast attack with good vertical range. Can be used to stall opponents in the air. Super cancelable.
  35. 35
    LK: 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.
  36. 36
    MK: 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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