Character Profiles

Maki

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Character Profile

Maki, like her best friend Guy, is an aspiring Bushin fighter. One day, however, the Mad Gear gang kidnapped her sister Rena (who is also Guy's fianceč) and their father, the Bushin master Genryusai. With the help of Metro City Mayor Mike Haggar and his friend Carlos, they travel to Hong Kong to rescue her family and stop Mad Gear. After the day is saved, Maki sets out on a quest to search for Guy, who has disappeared. She's looking for him so that they can decide between each other which one of them is best suited to become the next Bushin master, although Maki doesn't know that Guy has already taken the role.

Maki just about sums up the word "bitch." She loves fighting, she curses at others, and is very arrogant about her beauty. You wouldn't think that someone like this would be well-suited to become the master of an ancient fighting style, but she is very skilled in the Bushin ways.



Official Character Art - Click for Full Size

Vital Stats

Name: Maki
Country of Origin: Japan
Game of Origin: Final Fight 2
Discipline: Bushin Ninja Style w/ Tonfa
Birthday: August 28
Measurements: B33-W24-H35
Height: 169cm/5'6"
Weight: 52kg/114lbs
Blood Type: B

Character Strategies

Maki's biggest asset is deception. The key to using Maki is to keep moving around and not let the opponent rest. After confusing them with runs and wall moves, a quick run-in attack can catch foes off-balance. Her 720 is invaluable for some free damage, and is bufferable during her Hayagake command runs. Landing a Lv3 Tesshinhou also deals out big-money damage. Her Reppukyaku is virtually unstoppable, and well worth the little life she'll have to give up to use it.

Computer AI Routine

Maki will mostly use her Genko punches and Hayagake runs, especially when close to you. She normally doesn't jump or slide out of the run until you react to it, so it's really easy to throw her out of it or jump out of the way. She has a pretty common attack chain, where she starts with a jab, then a strong, then a fierce. Look out for that, then punish it.

Special Intros

Yamazaki
Maki bends over and asks something of Yamazaki. In return, he stretches his neck around wondering why Maki asked such a silly thing.

Todo
Todo does his standard intro, as Maki looks unimpressed. Maki utters something to Todo as if she doesn't take him seriously at all.


Character Color Choices




Frame Data and Command List

Normal Moves
System Data and Throw Data
Command and Special Moves
Super Moves

Normal Moves

Standing Close
Jab
Strong
Fierce
DAMAGE 300 DAMAGE 800 DAMAGE 1100
HIT ADV +3 HIT ADV +5 HIT ADV -8
BLK ADV +3 BLK ADV +5 BLK ADV -8
BLOCK H/L BLOCK H/L BLOCK H/L
PARRY H PARRY H PARRY H
RAPID FIRE O RAPID FIRE X RAPID FIRE X
SP.CANCEL O SP.CANCEL O SP.CANCEL O
S.CANCEL O S.CANCEL O S.CANCEL O
3 4 8
5 6 11
6 4 28
Short
Forward
Roundhouse
DAMAGE 400 DAMAGE 700 DAMAGE 1200
HIT ADV +3 HIT ADV -1 HIT ADV -11
BLK ADV +3 BLK ADV -1 BLK ADV -11
BLOCK H/L BLOCK H/L BLOCK H/L
PARRY H/L PARRY H PARRY H
RAPID FIRE X RAPID FIRE X RAPID FIRE X
SP.CANCEL X SP.CANCEL O SP.CANCEL X
S.CANCEL O S.CANCEL O S.CANCEL O
5 6 8
5 4 17
5 4 31
Standing Far
Jab
Strong
Fierce
DAMAGE 300 DAMAGE 900 DAMAGE 1200
HIT ADV +3 HIT ADV -4 HIT ADV -14
BLK ADV +3 BLK ADV -4 BLK ADV -14
BLOCK H/L BLOCK H/L BLOCK H/L
PARRY H PARRY H PARRY H
RAPID FIRE O RAPID FIRE X RAPID FIRE X
SP.CANCEL O SP.CANCEL X SP.CANCEL X
S.CANCEL O S.CANCEL O S.CANCEL O
3 4 9
6 6 20
6 4 38
Short
Forward
Roundhouse
DAMAGE 400 DAMAGE 800 DAMAGE 1100
HIT ADV +3 HIT ADV 0 HIT ADV -3
BLK ADV +3 BLK ADV 0 BLK ADV -3
BLOCK H/L BLOCK H/L BLOCK H/L
PARRY H/L PARRY H PARRY H
RAPID FIRE X RAPID FIRE X RAPID FIRE X
SP.CANCEL X SP.CANCEL X SP.CANCEL X
S.CANCEL O S.CANCEL O S.CANCEL O
5 6 8
6 6 16
6 6 21
Crouching
Jab
Strong
Fierce
DAMAGE 300 DAMAGE 900 DAMAGE 1000
HIT ADV +3 HIT ADV +7 HIT ADV -1
BLK ADV +3 BLK ADV +7 BLK ADV -1
BLOCK H/L BLOCK L BLOCK H/L
PARRY H/L PARRY L PARRY H/L
RAPID FIRE O RAPID FIRE X RAPID FIRE X
SP.CANCEL O SP.CANCEL O SP.CANCEL X
S.CANCEL O S.CANCEL O S.CANCEL O
3 4 8
6 4 13
6 6 19
Short
Forward
Rndhouse
DAMAGE 300 DAMAGE 800 DAMAGE 1100
HIT ADV +4 HIT ADV 0 HIT ADV DOWN
BLK ADV +4 BLK ADV 0 BLK ADV -7
BLOCK L BLOCK L BLOCK L
PARRY L PARRY L PARRY L
RAPID FIRE X RAPID FIRE X RAPID FIRE X
SP.CANCEL O SP.CANCEL X SP.CANCEL X
S.CANCEL O S.CANCEL O S.CANCEL O
3 4 9
6 6 17
7 4 27
Jumping (Straight Up)
Jab
Strong
Fierce
DAMAGE 600 DAMAGE 900 DAMAGE 1200
HIT ADV -- HIT ADV -- HIT ADV --
BLK ADV -- BLK ADV -- BLK ADV --
BLOCK H BLOCK H BLOCK H
PARRY H PARRY H PARRY H
SP.CANCEL O SP.CANCEL O SP.CANCEL X
S.CANCEL O S.CANCEL O S.CANCEL O
4 22
3 8
7 6
Short
Forward
Rndhouse
DAMAGE 500 DAMAGE 800 DAMAGE 1000
HIT ADV -- HIT ADV -- HIT ADV --
BLK ADV -- BLK ADV -- BLK ADV --
BLOCK H BLOCK H BLOCK H
PARRY H PARRY H PARRY H
SP.CANCEL O SP.CANCEL X SP.CANCEL X
S.CANCEL O S.CANCEL O S.CANCEL O
4 22
5 8
6 6
Jumping (Diagonal)
Jab
Strong
Fierce
DAMAGE 600 DAMAGE 900 DAMAGE 1200
HIT ADV -- HIT ADV -- HIT ADV --
BLK ADV -- BLK ADV -- BLK ADV --
BLOCK H BLOCK H BLOCK H
PARRY H PARRY H PARRY H
SP.CANCEL O SP.CANCEL O SP.CANCEL X
S.CANCEL O S.CANCEL O S.CANCEL O
4 22
3 8
7 6
Short
Forward
Rndhouse
DAMAGE 500 DAMAGE 800 DAMAGE 1100
HIT ADV -- HIT ADV -- HIT ADV --
BLK ADV -- BLK ADV -- BLK ADV --
BLOCK H BLOCK H BLOCK H
PARRY H PARRY H PARRY H
SP.CANCEL O SP.CANCEL X SP.CANCEL X
S.CANCEL O S.CANCEL O S.CANCEL O
4 22
5 8
6 6

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System Data

Dodge
Attack
Dodge
Attack
Counter
Attack

SAME AS HP SAME AS cl.MK SAME AS Reppukyaku
DAMAGE 800 DAMAGE 700 DAMAGE 600
HIT ADV DOWN HIT ADV -1 HIT ADV DOWN
BLK ADV -8 BLK ADV -1 BLK ADV -65
BLOCK H/L BLOCK H/L BLOCK H/L
PARRY H PARRY H PARRY H
CANCELS X/X/X CANCELS X/O/O
4 3 6 3 6 3 6 3 59 ((
4
6 4 38
5 4 17
Roll
Taunt START
DISTANCE 120px DAMAGE -- ACTION Hands on Knees
27 2 4
Coming Soon


Throw Data

Punch
Throw
   
Kick
Throw
   
DAMAGE 1600 DAMAGE 200 × (3~19)
MASHABLE NO MASHABLE YES
RANGE 60px RANGE 52px
ON HIT DOWN ON HIT DOWN
3 1 11
5 1 11

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Command & Special Moves

Tonfa Airbrake In air
DAMAGE HIT ADV BLK ADV BLOCK PARRY AIR BLK
800 -- -- H H YES
 Notes: Cancels X/X, Changes Jump Trajectory
In Air 8 Landing
Until Landing
Bushin Chain , or
1st


2nd
DAMAGE HIT ADV BLK ADV BLOCK PARRY AIR BLK
300+500 +4 +4 H/L H NO
 Notes: Input MP during LP hitting frames
4 4 16
-->

3rd
DAMAGE HIT ADV BLK ADV BLOCK PARRY AIR BLK
600 -7 -7 H/L H NO
 Notes: Input HP during MP hitting frames
--> 6 4 27
-->

4th
DAMAGE HIT ADV BLK ADV BLOCK PARRY AIR BLK
700 -3 -3 H/L H NO
 Notes: Input HK during HP hitting frames
--> 6 6 21



4th
DAMAGE THROW RANGE ON HIT
1000 60px DOWN
 Notes: Input d.HP during HP hitting frames and while in range (strict timing)
--> 1 13

Genko
DAMAGE HIT ADV BLK ADV BLOCK PARRY AIR BLK
1100 DOWN -9 H/L H NO
 Notes: --
14 4 33

DAMAGE HIT ADV BLK ADV BLOCK PARRY AIR BLK
1200 DOWN -9 H/L H NO
 Notes: --
14 4 33

DAMAGE HIT ADV BLK ADV BLOCK PARRY AIR BLK
1300 DOWN -9 H/L H NO
 Notes: --
14 4 33

Hayagake ,
1st
DAMAGE HIT ADV BLK ADV BLOCK PARRY AIR BLK
-- -- -- -- -- --
 Notes: Command Forward Run
60 22 Cancel Frames 1~60 
^Input 2nd Kick-->

2nd
DAMAGE HIT ADV BLK ADV BLOCK PARRY AIR BLK
-- -- -- -- -- --
 Notes: Stop Running
--> 22


2nd
DAMAGE HIT ADV BLK ADV BLOCK PARRY AIR BLK
300+1000 DOWN -17 L L NO
 Notes: Low-Hitting Slide
--> 12 9 28


2nd
DAMAGE HIT ADV BLK ADV BLOCK PARRY AIR BLK
300+1300 DOWN -1 H H YES
 Notes: Jumping Overhead, Hits Air-to-Air
--> 24 8 20
32 In Air Frames 0~32 
Saka Hayagake ,
1st
DAMAGE HIT ADV BLK ADV BLOCK PARRY AIR BLK
-- -- -- -- -- --
 Notes: Command Reverse Run
60 22 Cancel Frames 1~60 
^Input 2nd Kick-->

2nd
DAMAGE HIT ADV BLK ADV BLOCK PARRY AIR BLK
-- -- -- -- -- --
 Notes: Stop Running
--> 22


2nd
DAMAGE HIT ADV BLK ADV BLOCK PARRY AIR BLK
-- -- -- -- -- --
 Notes: Super Jump Forward, normal s.jump properties apply
--> 9 s.jump forward
51 In Air Frames 10~Landing 

2nd
DAMAGE HIT ADV BLK ADV BLOCK PARRY AIR BLK
-- -- -- -- -- --
 Notes: Super Jump Backward, normal s.jump properties apply
--> 4 s.jump backward
51 In Air Frames 5~Landing 
Tengu Daoshi In air
DAMAGE THROW RANGE ON HIT
500+1400 56px H, 70~82px V DOWN
 Notes: --
In air 4 1 Landing 1
Until Landing
DAMAGE THROW RANGE ON HIT
500+1500 52px H, 70~82px V DOWN
 Notes: --
In air 4 1 Landing 1
Until Landing
DAMAGE THROW RANGE ON HIT
500+1600 48px H, 70~82px V DOWN
 Notes: --
In air 4 1 Landing 1
Until Landing
Hassoukyaku Against wall or
DAMAGE HIT ADV BLK ADV BLOCK PARRY AIR BLK
-- -- -- -- -- --
 Notes: Wall Jump, normal jump properties apply
On Wall 10 Wall Jump
Until Landing
DAMAGE THROW RANGE ON HIT
1300 42px H, 50~70px V DOWN
 Notes: Opponent must be standing to connect (closer to wall)
On Wall 26 Landing 21
Until Landing
DAMAGE THROW RANGE ON HIT
1300 42px H, 50~70px V DOWN
 Notes: Opponent must be standing to connect (further from wall)
On Wall 26 Landing 21
Until Landing
DAMAGE HIT ADV BLK ADV BLOCK PARRY AIR BLK
-- -- -- -- -- --
 Notes: Wall Stall, drops straight down
On Wall 12 Landing 5
Until Landing
DAMAGE HIT ADV BLK ADV BLOCK PARRY AIR BLK
1200 DOWN 0 H H YES
 Notes: Dive Kick, approx. 30 degrees down
On Wall 14 Landing 23
Until Landing
DAMAGE HIT ADV BLK ADV BLOCK PARRY AIR BLK
1200 DOWN 0 H H YES
 Notes: Dive Kick, approx. 45 degrees down
On Wall 14 Landing 23
Until Landing
Reppukyaku
ALL DAMAGE HIT ADV BLK ADV BLOCK PARRY AIR BLK
1200 DOWN -66 H/L H NO
 Notes: Consumes 600 Vital
10 4 6 3 6 3 6 3 59
11 22 18 In Air Frames 60~82 

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Super Moves

Bushin Gouraiha
LV
1
DAMAGE HIT ADV BLK ADV BLOCK PARRY AIR BLK
2400 S.DOWN -26 4H/L+1L H NO
 Notes: Final hit may hit high (1 frame)
5 4 4 11 6 13 4 21 4 21 2 39 ((
9 In Air Frames 94~116  22 18
LV
2
DAMAGE HIT ADV BLK ADV BLOCK PARRY AIR BLK
3200 S.DOWN -37 5H/L+1L H NO
 Notes: Final hit may hit high (2 frames)
5 4 4 11 6 13 4 21 4 17 4 27 (( 3 49 ((
15 In Air Frames 121~154  33 (( 18
LV
3
DAMAGE HIT ADV BLK ADV BLOCK PARRY AIR BLK
5600 S.DOWN -47 7H/L+1L H NO
 Notes: Final hit may hit high (3 frames)
5 4 4 11 6 13 4 19 (( 2 3 3 18 (( 6 6 4 27 (( 4 58 ((
23 In Air Frames 136~179  42 (( 19
Tesshinhou ,
LV
1
DAMAGE HIT ADV BLK ADV BLOCK PARRY AIR BLK
2200 S.DOWN -6 H/L H NO
 Notes: Input any 2nd Kick to activate attack frames
4 4 60 25 Cancel Frames 10~67 
8 ^Input 2nd Kick-->
--> 8 8 9 1 29
LV
2
DAMAGE HIT ADV BLK ADV BLOCK PARRY AIR BLK
3600 S.DOWN -6 H/L H NO
 Notes: Input any 2nd Kick to activate attack frames
4 4 60 25 Cancel Frames 10~67 
14 ^Input 2nd Kick-->
--> 8 6 6 6 1 29
LV
3
DAMAGE HIT ADV BLK ADV BLOCK PARRY AIR BLK
6600 S.DOWN -28 7H/L+1H H NO
 Notes: Input any 2nd Kick to activate attack frames; Final hit is an overhead
4 4 60 25 Cancel Frames 10~67 
22 ^Input 2nd Kick-->
--> 8 3 3 3 3 3 3 1 14 4 48
Ajaratengu (In air) 720+
LV
1
DAMAGE THROW RANGE ON HIT
2900 58px S.DOWN
 Notes: --
4 4 1 24
8
LV
2
DAMAGE THROW RANGE ON HIT
4100 58px S.DOWN
 Notes: --
4 4 1 24
14
LV
3
DAMAGE THROW RANGE ON HIT
5900 58px S.DOWN
 Notes: --
4 4 1 24
22
AIR
LV
1
DAMAGE THROW RANGE ON HIT
3200 56px H, 70~82px V S.DOWN
 Notes: --
In Air 4 4 1 Landing 1
8 Landing
AIR
LV
2
DAMAGE THROW RANGE ON HIT
4500 52px H, 70~82px V S.DOWN
 Notes: --
In Air 4 4 1 Landing 1
14
AIR
LV
3
DAMAGE THROW RANGE ON HIT
6300 48px H, 70~82px V S.DOWN
 Notes: --
In Air 4 4 1 Landing 1
22

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