Maki Genryusai

Street Fighter/Maki Genryusai



Maki Genryusai (源柳斎 真紀, Genryūsai Maki), commonly known as Maki (マキ, Maki), is a Capcom character who first appeared in Final Fight 2. She later returned in the crossover game Capcom vs. SNK 2 and made her debut in the Street Fighter series in the portable version of Street Fighter Alpha 3 MAX. Maki is a fast and agile ninja, similar in style to Guy, and is the sister of Guy’s fiancée, Rena.

Maki Genryusai
Origin
Origin Final Fight 2
Creator Takashi Nishiyama, Hiroshi Matsumoto
First Appearance Final Fight 2
Voiced by Miki Nagasawa
Characteristics
Species Human
Gender Female
Pronouns She/Her
Sexuality Heterosexual
Age 20 (Final Fight 2)
Birthday August 28
Height 5'4" (Final Fight 2); 5.5 ft (Street Fighter Alpha 3); 169 cm (Street Fighter V)
Weight 114 lbs (Final Fight 2); 115 lbs (Street Fighter Alpha 3); 52 kg (Street Fighter V)
Ethnicity Japanese
Status Alive
Alignment Neutral Good
Archetype Rival / Understudy
Occupation Bushinryu Household Ninja
Time Period 1987 (Street Fighter); 1991 (Street Fighter II)
Language Japanese
Combat Style Bushinryu / Ninjutsu
Homeworld Earth
Relationships
Affiliations Guy, Rena, Genryusai, Cody, Mike Haggar, Carlos
Enemies Retu, M. Bison


Background

This dropdown contains the synopsis of Maki's story. Read at your own risk as you may be spoiled otherwise!

Pre-Final Fight
Maki is the daughter of Genryusai and the younger sister of Rena. She belongs to the Bushin-clan alongside Guy. During her school years, she was a delinquent and led a biker gang.

Final Fight 2
After their previous defeat, the Mad Gear gang resurfaces on a global scale under Retu’s leadership. Seeking revenge on Guy, they kidnap both Genryusai and Rena. With Guy away training, Maki enlists Haggar and Carlos Miyamoto to help. Together, they embark on a worldwide mission to locate and rescue her family while dismantling Mad Gear’s operations along the way.

In Italy, Maki battles Rolento, who, after being defeated, reveals that her family is being held in Japan by Retu. She returns to Japan to confront Retu, facing him in a final showdown. Maki defeats him decisively, sending him flying out of a window with a powerful strike. With Retu seemingly dead and Mad Gear dismantled once again, Maki successfully rescues her family.

Street Fighter Alpha 3 MAX
In Capcom vs. SNK 2, Maki’s story is expanded: she is seeking out Guy to determine who is the true successor of the Bushin style following her father’s death. Along the way, she encounters Sakura, who initially mistakes her for a gangster from the movies. The two fight, and Maki wins after some effort. She compliments Sakura on her improved technique, and Sakura credits her progress to training with Guy. Curious, Maki asks for Guy’s location and learns he is headed to Thailand. Maki and Sakura set off together, eventually leaving Dan Hibiki and Blanka behind and joining forces with Ken Masters.

In Thailand, they find Karin Kanzuki and Guy, but Maki inadvertently becomes involved in Guy’s conflict with Shadaloo. She and Guy fight, halting only when they sense the threat of M. Bison. The group confronts Bison, who enhances Ryu with Psycho Power, enraging Sakura. Sagat intervenes to battle Ryu while Maki and the others take on Bison. Maki is overwhelmed by Bison’s full power, and Sakura is knocked down protecting her and Ryu. Before Bison can deliver a finishing blow, Ryu, Guy, and Ken intervene to drive him off. Karin’s Shibasaki destroys the Psycho Drive with her zaibatsu’s satellite weapon.

Afterward, Maki and Guy part ways with Sakura and the others. Though frustrated with her childhood friend, Maki thanks him and vows that their next encounter will be a decisive fight. She admits she may not be ready to take full command yet but is determined to be prepared when she meets Guy again, confident in her eventual victory.

Street Fighter 6
Maki, Sakura, and Kei are all seen going to a festival together in Ryu's reminiscing.

Appearance

General Description: Maki is a young, athletic female ninja, taller than Rena despite being younger. She has a slim and agile build suited for acrobatics and martial arts. Her hair is typically dyed blonde, long, and held back in a ponytail, with lighter-colored bangs.

Facial Features: Maki has a youthful face with bright features. Her bangs are lighter than the rest of her hair, providing contrast, and her expressions are generally determined and focused.

Clothing/Outfit:

  • Final Fight 2: Red female ninja garb with a halter neckline and wire mesh shirt exposing much of her back. She wears arm and leg guards with boots, and matching panties are visible beneath her skirt. Alternate palette changes the outfit to blue and hair dye to blue.
  • Capcom vs. SNK 2: Red ninja outfit updated with red tennis shoes similar to Guy’s from Street Fighter Alpha. She wields a tonfa, leg guards are removed, and her back is now covered. Hair is dyed a uniform blonde.
  • Casual Outfit (Promotional Art): Black leather halter top fastening near neck and waist, black biker-style gloves, yellow baggy pants secured by a black rope, and a long pink bandanna. Hair is auburn with bright blonde highlights in the bangs, worn loose and crimped.

Special Features: Maki’s signature tonfa weapon and agile ninja build are her key distinguishing traits. The alternate palette in Final Fight 2 allows for color variation, while promotional casual attire demonstrates her more modern, street-style appearance.

Alternate Forms/Disguises: Maki has palette swaps and outfit variations.

Personality

  • Hot-Blooded Tomboy: Maki is energetic and passionate, often seeking out street fights and showing a fiery personality rooted in her delinquent past.
  • Confident and Cocky: She displays strong self-assurance, frequently taunting her opponents after victories and asserting her prowess.
  • Ambitious Rival: Maki harbors resentment towards Guy for becoming the 39th master of Bushin-ryu, believing she deserved the title and aiming to claim it for herself.

Goals

  • Save her sister and grandfather (Succeeded).
  • Surpass Guy by defeating M. Bison (Failed).

General Information

Name: Maki Genryusai (As her father is Genryusai)[1]

Origin: Final Fight 2

Overall Series: Street Fighter

Greater Franchise: Capcom

First Appearance: Final Fight 2

Company: Capcom

Creator: Takashi Nishiyama, Hiroshi Matsumoto

Actor: Miki Nagasawa (Street Fighter Alpha 3, Capcom vs. SNK 2: Mark of the Millennium)

Gender: Female

Sexuality: Heterosexual

Pronouns: She/Her

Handedness: Left-Handed (Mainly attacks with her Tonfa on her left hand[2])

Age: 20[3] in Final Fight

Blood Type: B[4]

3 Sizes: B2.8 FT/W2.0 FT/H2.9 FT[5]

Birthday: August 28[6]

Time Period

Timeline: Main Timeline

Homeworld: Earth

Residence: Japan[9]

Story Role: Supporting Protagonist, Rival

Legacy: Local Legacy

Influence: Event Influence

Language: Japanese

Ethnicity: Japanese

Religion: N/A

Classification: Alpha Warrior, Ninja

Species: Human

State of Being: Regular

Physiology: Humanoid Physiology

In-Universe Creator: Unknown

Occupation: Bushinryu Household Ninja

Combat Style: Bushinryu[10]/Ninjutsu[11]

Affiliations: Guy (Childhood friend), Rena (Her sister), Genryusai (Her father), Cody Travers, Mike Haggar, Carlos

Enemies: Retu, M. Bison

Height

Weight

Status: Alive

Alignment: Neutral Good (When a threat to the world rises, so will the shadow of Bushin[18])

Protection Level: Global Protector (When a threat to the world rises, so will the shadow of Bushin[19])

Potential

Archetypal Tiering: Rival / Understudy

Codex Statistics

Key: Final Fight Series | Street Fighter Alpha Series

Key Information

  • Final Fight Series: This key covers all events within the Final Fight series of games.
  • Street Fighter Alpha Series: This key covers all events within the Street Fighter Alpha series of games.

Grade: B | B

Tier: 9-B, Higher with Weapons | 9-B

Cardinality: Finite

Dimensionality: 3-D

Power Source: Ki (All Fighters utilize "Ki" as their primary energy source[24]. The training of "Chi" involves 3 layers and 9 steps, solidifying their trained energy into chi, realizing divinity through their trained chi, and restoring health to a void through their trained divinity, in the art of battle, fighters must cultivate and store their "chi" using the nine kou's rear gate point, in other words, a fighter is focusing all of their determination into one point of their body[25])

Attack Potency: Wall level (Buster) ((Final Fight characters can easily bust apart tires[26], destroy oil barrels with a single hit[27], kick and destroy[28] multiple oil barrels at once[29], destroy telephone booths in one punch[30], send garbage cans flying with one punch[31], easily break through[32] wooden doors[33] and[34] metal doors[35], break large human-sized wooden cartes with a single punch[36], can destroy wooden[37] barrels in one hit[38], can destroy billboards[39], can break apart thick sheets of glass with two punches[40], along with breaking multiple at once[41], break apart metal grates[42], destroy walls in a single attack[43], fully destroy large metal doors[44], and break apart cars with multiple punches[45]. Can fight and harm Damno[46], who can casually bust through a door[47]), Higher with Weapons (Weapons the Final Fight characters find on the ground deal more damage then their regular punches[48]) | Wall level (Buster) (Fought against and defeated Street Fighter Alpha 3 Era Sakura Kasugano[49]. Superior to Street Fighter 1 Ryu, who broke multiple stone tiles[50], and broke three cinderblocks with one attack[51]. The Street Fighter cast can break[52] apart cars overtime with various hits[53]. They can also destroy metal barrels[54]. Along with destroy stone walls overtime[55]. Can destroy barrels in a single hit[56]. The Street Fighter cast can break[57] apart cars overtime with various hits[58]. They can also destroy metal barrels[59]. Along with destroy stone walls overtime[60]. Can fight and harm Sagat[61], who broke a large rock in half[62]. Can destroy barrels in a single hit[63], Can fight and harm Zangief[64], who overpowered a large bear[65]. Should be comparable to Adon[66], who broke a chunk off a statue's head[67]. Should be comparable to characters like Birdie, who bent a large piece of metal[68])

Durability: Wall level | Wall level

Striking Strength: Wall Class (Buster) | Wall Class (Buster)

Lifting Strength: Class 50 (The Final Fight protagonist can easily overpower and grapple Hugo[69], who can lift a semi-truck[70]. Final Fight characters can break out of being handcuffed[71]) | Class 50

Travel Speed: At least Superhuman (Comparable to the street fighter cast, where all fighters create afterimages when using their super combos[72]. Faster than Dan beating him in a race where he had a headstart, who can outrun a wall of flames[73]. Comparable to Sagat, who was able to get down from a large statue and appear behind the man watching him, before the man even noticed[74]) | At least Superhuman

Attack Speed: Transonic (Apart of the group that can tag Rolento[75], who can cause afterimages while moving[76]) | Transonic

Reaction Speed: Transonic (Comparable to the Street Fighter cast, who can react to a sonic boom attack from Guile[77], even during the Alpha series[78]) | Transonic

Stamina: Superhuman (Each fighter has mastered different skills and special moves, requiring more then just brute strength in order to defeat the others in the Street Fighter tournaments and earn the title of Grand Master[79]. Final Fight characters can fight through repeated gauntlets of enemies across Metro City without showing any signs of tiring[80]. Final Fight characters can recover and keep fighting even after their entire body was set on fire[81]. Can go through intense battles and long periods of training)

Range: Standard Melee, Extended Melee with Weapons, Hundreds of Meters with Firearms

Intelligence: Average Intelligence

Knowledge:


Powers and Techniques






In Final Fight as they bash their way through the streets of the city, they can collect power-up items which are concealed inside wooden crates, metal drums and other objects, they can either find weapons such as knives, pipes and swords to use in battle or they can collect healing items[208]:


Equipment

Weapons

Weapon Description Usage Game Debut
Knife A bladed weapon found in stages. Can be picked up and used for close-range attacks. Final Fight
Pipe A metal blunt weapon found in stages. Can be picked up and swung to strike enemies. Final Fight
Sword A long bladed weapon found in stages. Can be picked up and used for slashing attacks. Final Fight
Stick A stick that can be punched off of Rolento's person. Rolento's default weapon. Can be picked up and used for close-ranged attacks. Final Fight Revenge
Police Stick A police stick that can be punched off of Edi. E. Edi. E's default weapon. Can be picked up and used for close-ranged attacks. Final Fight Revenge
Nyoi-Bo A weapon that can be found on the ground in stages. Can be picked up and used for close-ranged attacks. Slightly stronger than Rolento's Stick. Disappears after 10 successful hits. Final Fight Revenge
Chainsaw A chainsaw that can be found on the ground in stages. Can be picked up and used for close-ranged attacks. Final Fight Revenge
War Hammer A war hammer that can be found on the ground in stages. Can be picked up and used for close-ranged attacks. Can Stun an Opponent in 3 Hits. Disappears after around 10 successful hits. Final Fight Revenge
Spiked Knuckles Spiked Knuckles that can be found on the ground in stages. Can be picked up and used for close-ranged piercing attacks. The spiked knuckles also slightly improves punching power. Final Fight Revenge
Poison Claws Poison Claws that can be found on the ground in stages. Can be picked up and used for close-ranged piercing attacks. Poison gains an extra hit to the Cat Claw Special Move as well as increased punch damage when using these. Final Fight Revenge
Hand Grenades Hand Grenades that can be found on the ground in stages. Can be picked up and sued for explosive attacks. Explodes on impact or after 2 seconds. Final Fight Revenge
Bow Gun A bow gun that can be found on the ground in stages. Can be picked up and used for long range attacks. Final Fight Revenge
Pistol A pistol that can be found on the ground in stages. Can be picked up and used for long ranged attacks. Has up to 8 shots. Final Fight Revenge
Shotgun A shotgun that can be found on the ground in stages. Can be picked up and used to shoot out three projectiles at once. Has up to 10 shots. Final Fight Revenge
Machine Gun A Machine Gun that can be found on the ground in stages. Can be picked up and used to shoot out over 48 shots. Final Fight Revenge
Rifle A rifle that can be found on the ground in stages. Can be picked up and used to fire high-powered shots one at a time. Has up to 16 shots. Final Fight Revenge
Freeze Gun A freeze gun that can be found on the ground in stages. Can be picked up and used to freeze opponents. Has up to 16 shots. Final Fight Revenge
Stun Gun A stun gun that can be found on the ground in stages. Can be picked up and used to fire a ball of electricity, which knocks down opponents. Has up to 10 shots. Final Fight Revenge
RPG An RPG that can be found on the ground in stages. Can be picked up and used to shoot out an explosive missile. Has up to 8 shots. Final Fight Revenge
Flamethrower A flamethrower that can be found on the ground in stages. Can be picked up and used to shoot out fire to burn a target. Has up to 32 shots Final Fight Revenge

Food Items

Item Effect
Barbecue Refills the entire strength meter.
Pizza Refills half of the strength meter.
Hamburger Refills half of the strength meter.
Curry Refills half of the strength meter.
Banana Refills 1/4 of the strength meter.
Apple Refills 1/4 of the strength meter.
Grapes Refills 1/4 of the strength meter.
Soda Refills 1/9 of the strength meter.
Vitamins Refills 1/9 of the strength meter.
Gum Refills 1/9 of the strength meter.

Bonus Point Items

Item Points
Diamond 10,000 pts.
Gold Bar 10,000 pts.
Necklace 5,000 pts.
Ring 5,000 pts.
Money 3,000 pts.
Dime 3,000 pts.
Radio 1,000 pts.
Hat 1,000 pts.
Hammer 1,000 pts.

Notable Techniques

Dash

Press control pad left or right twice quickly.

Dash Attack

Dash, then press attack button. For characters like Guy & Lucia, continue to press attack button for multi-hit combinations.

Back Dash

Hold L or R button (default). Then press control pad twice quickly in opposite direction.

Jumping Dash Attack

Dash, then jump. While in air, press Y button.

Jump Kick

Jump, then while in air press Y button.

Reverse Grab

Grab an opponent, then press control pad down and Y button simultaneously. They will then flip the hold on the enemy.

Hold Direction

Hold the L or R buttons to keep facing the same direction as the fighter moves across the screen, allowing them to walk backwards.

Super Combo Level Gauge

Each time a fighter executes normal moves and special moves, their Super Combo Gauge will build up. Their level will increase when the gauge reaches certain points, and then they will be able to perform Super Combos and Alpha Counter moves.

When performing Super Combos, the amount of damage inflicted by a successful combo can be controlled depending on the buttons pressed. With the Super Combo Level Gauge at full power (Level 3) fighters can perform the Super Combo, using 1, 2 or 3 attack buttons simultaneously to increase or decrease the number of hits inflicted. The more buttons fighters press simultaneously, the more damage will be inflicted but more power will be consumed from the fighter's gauge.

Alpha Counter

←↙↓ + any Punch button

When fighters block their opponent's attack, press the Directional Buttons, ←↙↓, in a smooth motion, then press a punch or kick button (depending on the character). This performs an Alpha Counter attack, which is a quick counter move against their vulnerable opponent. Alpha Counters consume 1 level on the Super Combo gauge.

Block/Air Block

Press Directional Button away from opponent. Fighters can even block in mid-air.

Grab/Throw

Press Directional Button toward opponent, then press either Medium or Hard Punch or Kick button. Some characters may be able to execute a grab or throw move automatically.

Recovery/Escape

Fighters can recover from dizziness more quickly by pressing back and forth on the control pad and by pressing the attack buttons rapidly. Fighters can escape grab moves in this manner as well.

Defensive Fall

Through using the above throw command to reduce damage from throws where the character safely falls to the ground.

Avoid Being Floored

When a fighter is hit by a knock-down move (Dragon Punch, Leg Throw, etc.), press the Directional Buttons, ←↙↓, in a smooth motion, then press any punch button. The character will roll forward and avoid being floored by the opponent's move.

Taunt

 
Fighters can taunt their opponent through pressing the SELECT button.

Avoid Being Floored

 
 

Fighters can avoid falling down from certain attacks, such as a Dragon Punch. By pressing the above command buttons, the fighter will roll forward and avoid being floored by their opponent's move.

Block/Air Block

When the opponent is attacking, press ← on the Control Pad instead of fighting back to avoid taking damage. Blocking also works while the fighter is in the air.

Alpha Counter

 
 

When the fighter blocks their opponent's attack, press the above command. This will perform an Alpha Counter attack, which is a quick counter move against the vulnerable opponent. Alpha Counters consume one level on the Super Combo Gauge.

Defensive Fall

When the fighter is being thrown, if they try to throw back at the right time, the amount of damage they receive will be reduced and they will fall safely to the ground.

Throwing/Gripping

Move toward the opponents and press either a Medium or Strong Punch or Kick button. Depending on the character, they may be able to execute a throw or grab move automatically.

Taunting

 

To do some serious trash talking, press SELECT.

Recovering/Breaking Free

If the opponent attacks the fighter continuously, the fighter may temporarily pass out. The recover quickly, press the Control Pad or any button rapidly. If the fighter does the same inputs while grabbed, they can break free from a grapple.

Super Combo

The Super Combo Level Gauge builds up as they perform moves. When it reaches a certain length, its level increases allowing the fighter to perform Super Combos, Alpha Counters, and Custom Combos.

  • X-Ism: The fighter can perform a Super Combo only when the Super Combo Level Gauge is full. Super Combos use the entire gauge.
  • A-Ism: Fighters have three levels of Super Combos, corresponding to the three levels of punches/kicks (light, medium, and heavy). The Punch or Kick button pressed determines the power of the Super Combo, and uses a similar amount of the gauge. The higher the gauge level when the fighter starts, the more powerful their Super Combo will be.

Custom Combo

 

Custom Combos are available with V-Ism characters only.

When a V-Ism character's Super Combo Level Gauge builds up to 50% or more, they can perform a Custom Combo by pressing Punch and Kick buttons of the same strength simultaneously.

  • During a Custom Combo, shadow images follow the fighter and attack in the same way.
  • Fighters can continue on a Custom Combo until the Super Combo Level Gauge runs out.
  • Fighters cannot block during a Custom Combo.
  • If the fighter takes damage, the Custom Combo ends.

Alpha Counter

When blocking an attack, press → or ← (toward opponent) + Punch and Kick buttons of the same strength

This counterattack moves uses 1 Super Combo level and shortens the Guard Power Gauge.

Block

  • Standing Block: Press → or ← away from opponent
  • Air Block: Press → or ← away from opponents (A and V Isms only)
  • Croucing Block: Press ↙ or ↘ away from opponent.

Block an opponent's attack by pressing a Directional Button away from it. Use a standing air or crouching block according to the attack. (Air blocks are not available with X Ism).

Defensive Fall

When knocked up in the air, press 2 Punch buttons simultaneously (not avilable with X Ism).

Use a defense fall to avoid an opponent's additional attacks.

Defensive Roll

When knocked up in the air, press 2 Kick buttons simultaneously (not avilable with X Ism).

Throw, Escape

→ or ← + 2 Punch or Kick buttons simultaneously.

This move works as a throw when the fighter is attacking, or an escape when an opponent grabs the fighter.

Damage Reduction

Press the Directional buttons, Punch or Kick buttons rapidly.

This counter move reduces the damage when the fighter is under attack or blocking.

Guard Crash

The Guard Power Gauge shortens while blocking, or if the fighter is hit with a Guard Crush. If the fighter refrains from blocking, the gauge will gradually recover. If the gauge drains out, they won't be able to block until they recover power.

Punch

There are three basic punches:

Light Punch (JAB)

Press the Y button. The jab is very quick, but does little damage.

Medium Punch (STRONG)

Press the X button. The strong punch does a fair amount of damage.

Hard Punch (FIERCE)

Press the L button. The fierce punch does a large amount of damage, but is slow.

Kick

There are three basic kicks:

Light Kick (SHORT)

Press the B button. The short kick is very quick, but does very little damage.

Medium Kick (FORWARD)

Press the A button. The forward kick is strong and is fairly quick.

Hard Kick (ROUNDHOUSE)

Press the R button. This roundhouse kick is powerful, but very slow.

Close Attacks

Close Attacks are special techniques which can only be used when two fighters are right next to each other. These techniques fall into two basic categories: THROWS and HOLDS.

Throws

Throws allow fighters to grab an opponent and toss them across the room. Some fighters can even do thorws in mid-air.

  • Example: It is possible for Ryu to grab Ken and throw him over his shoulder. To do the Shoulder Throw, Ryu must push forward against Ken and then he must push the Hard Punch (Fierce) button.

Holds

Holds allow fighters to grab an opponent and then hit or bite them again and again.

  • Example: It is possible for Blanka to bite Guile on the head. To do the Head Bite, Blanka must push forward against Guile and then he must push the Hard Punch (Fierce) button.

Special Moves

Each character has developed his or her own special moves for use in combat.

Regular Moves

Press a Punch (P) or Kick (K) button.

Special Moves

Combo moves made up of a D-Button/Joystick command and a Punch or Kick button press.

Block

  • Upper block: ←
  • Lower block: ↙

Fighters can perform either a standing or crouching block. Use a right block to ward off an opponent's attack.

High Jump

↓↑ Jump higher than a regular jump.

Dash

→→ or ←←

Parrying

 
  • Standing parry: → (toward opponent)
  • Crouching blocking parry: ↓

Press toward opponent for an upper attack or ↓ for a lower attack the moment the opponent's attack hits. If successful, the fighter moves first and takes the advantage.

Quick Standing

↓ The moment an opponent knocks or throws a fighter up into the air, this technique allows them to recover.

Dizzy Recovery

All buttons Recovery from dizziness more quickly by rapidly pressing the Directional Buttons, punch buttons and kick buttons in any random order.

Throw & Grapple

LP + LK simultaneously When close to an opponent, press the Light Punch + Light Kick buttons simultaneously to throw the opponent. Some characters have grab moves instead of throws. Also, input the command the moment the opponent grabs the fighter to escape from the opponent's throw move.

Leap Attack

MP + MK simultaneously Jump lower than a regular jump and attack. Effective against an opponenet who is doing a crouching block.

Personal Action

HP + HK simultaneously Each character has an individual Personal Action with a unique effect.

Super Art

Directional Button/Joystick + Punch or Kick Button A Super Art move is a super powerful special move. As the fighter attacks, their Super Art Gauge gradually fills up. When the gauge is full, the fighter can perform a Super Art move. Each fighter has three Super Arts.

EX Special Move

2P or 2K buttons

When the Super Arts Gauge is blinking light blue, press two P or K buttons while inputting a Special Move command to perform a more powerful version of the Special Move. An EX Special Move requires a certain amount of Super Art Gauge.

Normal Moves

Press the punch or kick buttons to perform normal moves. The actual attack performed depends on the position of the fighter and the button pressed.

Special Moves

Inputting a specific combination of directional and attack buttons allows the fighter to perform a special move. Even if the opponent blocks a special move, they will still take a small amount of damage. Inputting the command for a special move during certain normal moves allows the fighter to cut short, or "cancel", the normal move and quickly go straight into performing the special move. Using cancelling skillfully is one way to create damaging combinations.

Block

 

Pushing the directional button away from the opponent allows the fighter to block their attacks. They can block high (Standing) and low (crouching) attacks. High and low blocks can block specific attacks, but not every attack. The fighter will need to carefully and quickly swap between them to block all incoming attacks.

Dash

 

Press the forward directional button twice to perform a forward dash, or the backward directional button twice to perform a backward dash. Dashing allows the fighter to quickly close the distance between them and their opponent, or to fall back and reassess the situation.

Stun Recovery

If the fighter keeps getting pummeled, they will eventually become stunned. While stunned, they cannot do anything. Their only hope is to press the directional buttons and other buttons as fast as they can to recover from the stun faster.

Throws and Throw Escapes

 

When standing close to the opponent, pressing the light punch button and light kick buttons simultaneously allows the fighter to throw their opponent. Theyh can change the direction they throw the opponent by pressing the left or right directional buttons. They can prevent themself from being thrown by pressing light punch and light kick together when their opponent begins to throw them. This is called "throw escape".

Some characters can also perform a throw when jumping (aerial throw), or special move throws (command throws). Throw escapes cannot be performed against aerial or command throws.

Recovery

 

When the opponent's attacks have knocked their character to the ground, they can press the down directional button twice or any two attack buttons simultaneously the instant that they hit the dirt to perform a quick recovery. A successful recovery will reduce the amount of time spent prone on the ground and make it easier to respond to the next incoming attack.

Some attacks, such as throws, do not allow a recovery to be performed after them.

Personal Action

While standing, the fighter can press the heavy punch and heavy kick buttons together to make sure they perform a personal action and taunt their opponent. This action in and of itself has no special properties.

Focus Attack

Performing

 

Press and hold the Medium Punch and Medium Kick buttons together to charge up a Focus Attack. To perform a full strength Focus Attack, hold the buttons until the attack is unleashed automatically. If the fighter releases the button while charging, the Focus Attack will come out sooner, but weaker.

Hyper Armor

 

The fighter can absorb up to one enemy attack in the time between pressing the Medium Punch / Medium Kick buttons and the Focus Attack being peformed. They can then go on to counter by performing the attack.

Absorb an opponent's attack and, rather than take direct damage, a section of the fighter's vitality gauge will change color, and will regenerate over time. This damage will recover as time passes, but if they are hit again before it finishes recovering, the remaining section will vanish and can no longer be recovered.

Levels

There are three levels of charging for a Focus Attack. The levels depend on how long the fighter holds the Medium Punch and Medium Kick. The fighter will flash white each time the Focus Attack level increases.

Levels
Attack Level Main Benefits of Focus Attack performed
Level 1
  • Only does regular damage
  • Crumples opponent if a counter hit
Level 2
  • Crumples opponent if hits, allowing easier follow up
Level 3 (Keep holding until performed)
  • Becomes unblockable
  • Has Armor Break properties
  • Crumples opponent if hits, allowing easier to follow up.

When an opponent crumples, they are rendered totally defenseless as they fall to the floor. Follow up with extra attacks or throw to take advantage of a crumpled opponent and do further damage.

The fighter cannot move or jump during a Focus Attack, but they can perform either a forward or backward dash to cancel the Focus Attack quickly.

Super Combo

Hitting the opponent or performing special moves will increase the Super Combo Gauge. The gauge is divided into four segments and, when completely full, a special command can be inpute to perform an all-powerful Super Combo. Doing so will use up all of the Super Combo Gauge.

Super Cancel

Input the Super Combo command while performing a normal move or special move and the fighter can cancel and move directly into the Super Combo. This is called a "Super Cancel". Using Super Cancels strategically allows the fighter to chain a normal move into a special move, and then into a Super Combo for massive amounts of damage.

EX Special Moves

 

The fighter can also perform an EX special move by pressing two or more of the required buttons (punch or kick) when inputting a special move command. This will consume one segment of the Super Combo Gauge. EX special moves are further powered up versions of the normal special moves.

EX Focus

 

When performing certain regular or special moves it is possible to press Medium Punch and Medium Kick together and cancel into a Focus Attack. This is called "EX Focus." (It will consume two segments of the Super Combo Gauge.) EX Focus has the same properties as a regular Focus Attack, aside from having no Hyper Armor effect.

 

The EX Focus can also be used when the fighter's special moves are blocked to protect themself from the opponent's counterattack.

Ultra Combo

 

The Revenge Gauge fills up as the opponent damages the fighter. Once it is over 50% full, the fighter can input a character-specific command to perform an "Ultra Combo," a devastating special move.

Performing an Ultra Combo will consume the entire Revenge Gauge. The higher the gauge is charged upon performing the attack, the more damage the ultra combo will do.

Normal Attacks

Press the punch or kick buttons to perform a normal attack. The precise attack varires depending on the fighter's position and the button pressed.

Special Moves

Pressing the directional and attack buttons in specific combinations will perform special moves. Special moves will take off a small amount of damage even when blocked. By performing a special move during certain normal attacks, the fighter can cancel the normal attack and move swiftly into doing a special move.

EX Special moves

These are special moves that are more powerful or have a stronger effect than normal. Fighters can perform an EX Special Move by pressing a punch or kick button (depending on the move) at the same time as the fighter inputs a special move command. This will use one stock of the fighter's Critical Gauge.

Guarding

Fighters can block an opponent's attack by pressing the directional button away from them. There are two types of guard: standing and crouching. Each can be used to block different types of attacks, so they'll need to know which type of guard is best for each situation.

V-Skill

 

Pressing the medium punch and medium kick buttons simultaneously will trigger a special action with a unique effect specific to that fighter.

V-Trigger

 

When a fighters V-Gauge is at MAX, press the hard punch and hard kick buttons simultaneously to trigger a special action specific to that character, consuming the entire V-Gauge. With effects like temporary power ups and teleportation, the V-Trigger can turn the tide of battle and give a fighter the upper hand.

V-Reversal

 

When guarding, press all kick or punch buttons at the same time while simultaneously pressing the directional button towards the opponent to consume one V-Gauge stock and perform a counter-move.

  • Whether the fighter need to press punch or kick button depends on the fighter.

V-Shift

 

Press Hard Punch and Medium Kick at the same time to spend 1 stock of V-Gauge and perform a backward evasive action.

V-Shift Break

 

If a fighter successfully parries their opponent's attack with a V-Shift, they will trigger slow motion. While in this state, press Hard Punch and Medium Kick together to perform a fighter-specific counterattack called a V-Shift Break.

Throws and Throw Escapes

 

When standing close to the opponent, the fighter can perform a throw by pressing the light punch and light kick buttons simultaneously. If their opponent tries to throw them, they can execute a throw escape by pressing the light punch and light kick buttons together at just the right moment.

Recovery

 
When an opponent knocks the fighter down with an attack, they can perform a quick recovery by either pressing a directional button, or pressing two or more punch or two or more kick buttons simultaneously at just the right moment.

Movement[224]

Walking

Pressing left and right on the control pad/left control stick will let the fighter move in that direction. The fighter can move forwards or backwards with no difficulty, not losing balance even while moving backwards while fighting against an opponent.

Dashing

Through double tapping the left control stick in the same direction, the fighter will perform a dash. Dashing lets the fighter cover more ground than regular advancing or retreating.

Jumping

Through inputting the control pad/left joystick upwards, the fighter will perform a jump. The fighter can either jump straight up or to either side. Jump are utilized for moving while avoiding opponent attacks, though jumping around too much will make the fighter look predictable.

Normal Attacks[225]

Normal Attacks are performed through the fighter using the punch or kick inputs, allowing them to perform attacks of different strengths depending on the input done. There are weak versions of normal attacks known as light attacks, while weak they come out quick. There are medium attacks which are well balanced and easy to use. There are heavy attacks that leave the fighter open to counter attacks, but to make up for it they deal good damage.

Through inputting the control pad/left joystick downwards, the fighter will crouch, if attacking in this state the fighter will perform a crouch attack.


Through inputting the jumping action, the fighter can also attack while jumping, performing jumping attacks.

Blocking[226]

There are two kinds of blocks: Standing Blocks and Crouching Blocks.

  • Standing Block: Press the left joy stick in the opposite direction of the opponent while standing to perform a standing block. Standing blocks can guard against any attacks that aren't aimed at the fighters feet.
  • Crouching Block: For attacks standing blocks can't defend against, crouching blocks are instead viable. While facing right, input diagonally down and left with the control pad/left joy stick to block. Crouching Blocks can't defend against Overhead or Jumping Attacks, but they can deal with a lot of other attacks.

Throws[227]

When a fighter cannot break through an opponent's block, they can use throws to deal damage instead. At close range press the light attack inputs at the same time for a normal throw. Throws are a great option for close-ranged offense.

Throw Escape

If the fighter is about to get thrown, they can answer back with a throw escape, by pressing the light attack inputs at the same time.

Special Moves[228]

Through a fighter doing their correct inputs, they will be able to fire off their special move. Different special moves work better in different situations for a fighter.

Super Arts[229]

Super Arts depend on the Super Art gauge. The Super Art gauge can be filled up to 3 levels, if a fighter has at least one level in the bar, they can perform a Super Art.

The Level 3 Super Art is every fighter's trump card. The Super Art gauge fills up whenever the fighter's attack hits or if they're attacked.

The Drive Gauge[230]

All fighter's have a Drive Gauge which indicates a fighter's concentration and energy level. Utilizing this gauge lets a fighter perform unique actions.

Drive Impact

 

The fighter presses the right two shoulder buttons at the same time to perform a powerful attack. Drive Impacts can absorb two attacks from the opponent, but there are some exceptions. When in trouble, a fighter's Drive Impact can break through any attack. Drive Impacts have a unique characteristic: They can break a cornered opponent's block.

Drive Parry

This is performed by holding down the medium attack inputs at the same time, for a powerful defensive tool.

Drive Parries are effective against both standing and crouching attacks, and a successfull Drive Parry will replenish the drive gauge.

While Drive Parries are powerful, they can't defend against throws.

Perfect Parry

A Perfect Parry is the result of performing a Drive Parry the moment an opponent's attacks hits them. This is an invaluable tool for their counterattack game.


Bushinryu

Maki specializes in Bushinryu ninjutsu, a martial art shared with Guy and taught by Zeku. As per Bushinryu tradition, each practitioner develops a personalized variation of the style, with Maki’s version emphasizing tonfa-based combat while retaining the core principles of Bushinryu. Her fighting style combines high agility, acrobatics, rapid movement, and close-range strikes, supplemented by throws and aerial grappling techniques.

Genko

Maki steps forward and delivers a powerful hook punch.

Tengu Daoshi

Maki grabs the opponent, leaps upward, and slams them head-first into the ground. She can rebound off a wall mid-move to increase the force of the impact.

Hayagake

Maki dashes forward and may either stop abruptly or transition into a diving kick or sliding kick, which can be followed by a Tengu Daoshi.

Saka Hayagake

An evasive maneuver in which Maki retreats at high speed before stopping or flipping forward or backward to reposition.

Hassoukyaku

Maki jumps onto a wall and launches herself off it, performing either a short-range dive kick or a long-range dive kick that can transition into a Head Bomber.

Reppukyaku

Maki balances on her tonfa in a handstand position and spins, delivering a series of high kicks.

Standard Throws

Maki seizes the opponent and either knees them repeatedly, throws them over her shoulder, or combines both actions into a single sequence.

Shishigari

Maki strikes the opponent with her tonfa before knocking them down with a roundhouse kick.

Head Bomber

Maki catches an airborne opponent by the waist, flips them over, and slams their head into the floor.

Bushin Guraiha

Maki unleashes a rapid sequence of seven strikes using her tonfa and fist, finishing with a rising kick.

Tesshinhou

Maki rushes forward and performs either a flying kick or sliding kick, followed by a Genko to knock the opponent down.

Ajaratengu

An enhanced version of Tengu Daoshi in which Maki repeatedly slams the opponent against surrounding walls to gain height before driving them head-first into the ground at high speed.


Maki's Ninjutsu Techniques

Over The Shoulder Throw

Grab an enemy and push the control pad Left or Right, then press the Y button.

Jump Kick

Press the B button to jump, then while in mid-air press the Y button.

Flying Kick

Press the B button to jump. While in mid-air press Left or Right on the control pad and the Y button.

Flying Elbow

Press the B button to jump. While in mid-air press on the control pad and the Y button simultaneously.

Knee Bash

Grab an enemy and press the Y button.

Off the wall kick

Press the B button and jump toward a wall. Once Maki hits the wall, press the B button again to do a jump kick. This will only work when there is a wall to jump against.

Spinning Handstand Kick(Super Move)

Press the Y and B buttons simultaneously. This is a way to get out of tight spots but Maki's health meter will go down everytime she use this technique.


Other

Standard Tactics: Maki will employ the Bunshinryu style in her fights, using her tonfa apart of her combat and whatever spare weapons are on the floor.

Weaknesses

Explanations

The following is an explanation of the abbrevations used for tehcniques in Street Fighter, an example can be found here[235]

Abbreviations
Abbreviation Full word
P Punch
K Kick
LP Light Punch
LK Light Kick
HP Heavy Punch
HK Heavy Kick
EX EX Special version of the move is available

The following messages will appear on screen when certain conditions are fufilled, an example can be found here[236] and here[237]

Bonus Messages
Term Explanation
Technical Displayed after performing a successful quick standing recovery or throw escape.
Reversal Displayed after performing a special move, Super Combo or Ultra Combo in specific situations described below. Perform a reversal with a beat down attack and it will take on Armor Break properties, nullfying Hyper Armor.
  • In the instant the fighter can move again after recovering from taking damage, blocking or being stunned.
  • In the instant after performing a recovery org etting up from being knocked over.
  • In the instant the fighter lands after being sent flying backward but not actually knocked to the ground.
Counter A coutner hit occurs when the fighter interrupts an opponent's attack with one of their own. The opponent will take longer to recover fromt he damage caused by a Counter Hit, making it possible to perform combinations that are otherwise impossible.
FIRST ATTACK Displays when the first hit of the round lands.
COUNTER HIT Displays when an attack lands as a counter.
THROW ESCAPE Displays when a throw is escaped.
REVERSAL Displays when someone attacks after recovering from taking damage.

Profiles


Final Fight 2

Profiles
 
Profile of Maki

Age: 20
Height: 5'4"
Weight: 114 lbs

Maki is a childhood friend of Guy and the sister of Rena. Maki learned ninjitsu from her father, Genryusai. Not believing in violence, she has vowed not to use her fighting skills to resolve conflicts. But after learning of her family's abduction, she is forced to overlook her beliefs. Lacking the strenth of Haggar and Carlos, Maki makes up with her quickness. With the skills of a ninja, she can catch most of her opponents off guard with her lightning speed and agility.

Maki's Ninjutsu Techniques
  • Over The Shoulder Throw- Grab an enemy and push the control pad Left or Right, then press the Y button.
  • Jump Kick- Press the B button to jump, then while in mid-air press the Y button.
  • Flying Kick- Press the B button to jump. While in mid-air press Left or Right on the control pad and the Y button.
  • Flying Elbow- Press the B button to jump. While in mid-air press on the control pad and the Y button simultaneously.
  • Knee Bash- Grab an enemy and press the Y button.
  • Off the wall kick- Press the B button and jump toward a wall. Once you hit the wall, press the B button again to do a jump kick. This will only work when there is a wall to jump against.
  • Spinning Handstand Kick(Super Move)- Press the Y and B buttons simultaneously. This is a way to get out of tight spots but your health meter will go down everytime you use this technique.
Original Translation on left. Final Fight

Trivia

  • Maki likes tapioca and fighting[238].
  • Maki dislikes being treated like a girl, and pain in the rear stuff[239].
  • Maki's rival battle with Sakura Kasugano in Street Fighter is a reference to the Sakura Ganbaru! manga, where the two characters also fought.
    • For some reason they do not recognize each other in this fight.
  • In the Japanese version of Street Fighter Alpha 3 Max, Maki asks Cody Travers if he knows Guy before asking about her brother-in-law, suggesting she has never met Cody or does not know him well.
    • Maki also has a special intro when encountering Rolento: he throws a knife at her, which she swats away, and shields herself from a grenade. She asks Rolento if he is even trying before the fight begins.
  • In the English manual for Final Fight 2, Maki's origin as a former delinquent with a fiery temperament was removed, describing her as a peaceful person who dislikes fighting. Capcom vs. SNK 2 restored her original personality, which is shown in her Japanese voice clips and masculine speech style, including cursing when hit or during her death scream.
  • Maki's surname was mistakenly written as 源柳斉 in the Japanese Final Fight 2 manual[240].
  • Maki's slot in Capcom vs. SNK 2: Mark of the Millennium 2001|Capcom vs. SNK 2 was originally planned for Linn Kurosawa from Alien vs. Predator, but due to legal issues, it was switched to Maki. Plans to give her Linn's moveset were also scrapped.

Codex Statistics Questions

Q: Shouldn't characters comparable to Akuma be around Tier 6 (6-C) for him sinking an island in one punch[241]?

A: Akuma's punch causes the island to start collapsing[242], and specifically causes an explosion of this size in comparisson to the island[243], there is also no direct timeframe for how long this took, making it hard to factor. On top of this, the size of the island is not that large. Playing Devil's Advocate and assuming this was to be Tier 6, this would not be consistent, as Akuma using his ultimate technique, the "Kongou-kokuretsuzan" only split Ayers Rock in half[244]. Which it should be noted as Akuma is training constantly and getting stronger, the Island feat was all the way back in Alpha 2, which is before most of the games, while III: 2nd Impact is pretty late into the timeline.

Q: Shouldn't the cast be comparable to Chun-Li's kikosho, which caused this massive crater[245], which was calculated to be 8-B?

A: While the scene is cut weirdly, a couple of things to note is for one, the consistency of kikosho. In Chun-Li's opening in Street Fighter IV, her kikosho pushes back a speeding car but does no serious damage to it[246]. Another thing is that the crater is inconsistently sized between scenes. Finally, Chun-Li is weaker then Juri where while amped had powers that can blow up the inside of a building[247] and cause a jet plane to explode[248], greatly injuring Guile, who she's comparable too in the process. Thus it does not make sense for 8-B when far lower feats affect them, and the calculation itself has issues.

Q: Shouldn't the cast be comparable to E. Honda, who destroyed a meteor[249]?

A: In the feat, it's directly noted that the two wrestlers (Hakan and E. Honda) worked together, with E. Honda being thrown at high speeds into the meteor and being greatly damaged from said feat, having bandages all over his body. Thus the feat is not usable for scaling to anyone other then throwing speed.

Q: Shouldn't the cast be comparable to Haggar, who causes an explosion seen from space[250]?

A: Haggar's attack is modeled weird as it's heavily likely for partly comedic effect, asides from this, despite said explosions, the actual stage is largely unaffected by this attack, which furthers that this is just an over the top comedic effect attack rather then being a literal explosions from Earth.

Q: Shouldn't M. Bison be comparable to Akuma and by proxy any characters comparable to M. Bison are comparable to Akuma?

A: When Akuma first appears in Street Fighter II, he easily one-shots M. Bison[251], his ending in Alpha 3 has him easily kill M. Bison[252]. The only two cases of M. Bison looking stronger is in his arcade mode he has Akuma as a rival fight[253], and ends up winning[254], and him calling the Raging Demon a pitifully weak move[255]. However there are issues with both of these, the first one being this is simply a non-canon arcade mode from M. Bison, any other showing of M. Bison and Akuma shows Akuma as the superior one (Examples include Street Fighter V M. Bison getting one-shot by Ryu while Akuma easily beat Ryu in Street Fighter 5, THe Alpha 3 Akuma Ending and Street Fighter II Secret Akuma Boss Fight), on top of this M. Bison wants the satsui no hado's power, which is weaker then Akuma's during the events of Alpha 3. For Adon's part, Bison is merely attempting to convince him to take Psycho Power so that he can control him, this is doubly clear as any time M. Bison has been depicted on screen being hit by the Raging Demon he instantly dies. Also as a last point, for the rival fight, Feel the Cool played against M. Bison[256], while Groan only plays when he's fighting Gen or Evil Ryu[257], thus meaning Akuma even in M. Bison's arcade mode wasn't taking the fight seriously.

Q: Shouldn't Evil Ryu and thus the Statsui no Hado have 7-B due to it powering M. Bison's laser to destroy Bangkok?

A: This is not a solely Evil Ryu power, every fighter in the game has this, including Dan Hibiki[258]. This also is a machine that saps all of their energy, where a persons total body energy is not comparable to the energy they produce regularly.

Q: Shouldn't all Street Fighter 6 charcters get 7-B for fighting SiRN Akuma?

A: While some statements[259] suggest it to be equal[260] in power to[261] Akuma, several[262] characters[263] note[264] that[265] it isn't[266], as strong[267] as the[268] real Akuma[269]. The real Akuma even considers SiRN Akuma a mockery[270]. C. Viper notes the simulation is only passable as a simulation[271].

Battle Records


  • Freddie - Fight[274]
    • Conditions: Mike Haggar, Carlos, & Maki all fought together canonically. Freddie had backup.
    • Location: France
  • Bratken - Fight[275]
    • Conditions: Mike Haggar, Carlos, & Maki all fought together canonically. Bratken had backup.
    • Location: Holland
  • Philippe - Fight[276]
    • Conditions: Mike Haggar, Carlos, & Maki all fought together canonically. Philippe had backup.
    • Location: England

None.

References

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  2. Street Fighter Alpha 3 MAX Maki Genryusai Arcade
  3. Final Fight 2 (SNES) Game Manual Page 12
  4. Street Fighter Alpha 3 Maki Personal Data
  5. Street Fighter Alpha 3 Maki Personal Data
  6. Street Fighter V Website The Character Guides Character Guide 038: Maki Genryusai
  7. Street Fighter Memorial Archives Beyond the World
  8. Street Fighter Memorial Archives Beyond the World
  9. Street Fighter Alpha 3 Maki Personal Data
  10. Street Fighter Alpha 3 Maki Personal Data
  11. Final Fight 2 (SNES) Game Manual Page 12
  12. Final Fight 2 (SNES) Game Manual Page 12
  13. Street Fighter Alpha 3 Maki Personal Data
  14. Street Fighter V Website The Character Guides Character Guide 038: Maki Genryusai
  15. Final Fight 2 (SNES) Game Manual Page 12
  16. Street Fighter Alpha 3 Maki Personal Data
  17. Street Fighter V Website The Character Guides Character Guide 038: Maki Genryusai
  18. Street Fighter Alpha 3 Guy Arcade
  19. Street Fighter Alpha 3 Guy Arcade
  20. Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
  21. Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
  22. Street Fighter Alpha 3 Game Manual Page 8
  23. Street Fighter VI Trainng Tutorial
  24. Ultra Street Fighter 4 Gouken vs Dhalsim Gouken Win Quote
  25. Sakura Ganbaru!, Volume 1, Chapter 1
  26. Final Fight (Arcade)
  27. Final Fight (Arcade)
  28. Final Fight (Arcade)
  29. Final Fight (Arcade)
  30. Final Fight (Arcade)
  31. Final Fight (Arcade)
  32. Final Fight (Arcade)
  33. Final Fight (Arcade)
  34. Final Fight (Arcade)
  35. Final Fight 2 (Arcade)
  36. Final Fight (Arcade)
  37. Final Fight (Arcade)
  38. Final Fight (Arcade)
  39. Final Fight (Arcade)
  40. Final Fight (Arcade)
  41. Final Fight (Arcade)
  42. Final Fight 3 (Arcade)
  43. Final Fight 3 (Arcade)
  44. Final Fight 3 (Arcade)
  45. Final Fight (Arcade)
  46. Final Fight (Arcade) Damno Boss
  47. Final Fight (Arcade)
  48. Final Fight (Arcade)
  49. Street Fighter Alpha 3 Maki Arcade
  50. Street Fighter 1987
  51. Street Fighter 1987
  52. Street Fighter II: The World Warrior Car Minigame
  53. Street Fighter IV: Arcade Edition Car Minigame
  54. Street Fighter II
  55. Street Fighter II Turbo 16-Bit
  56. Street Fighter II
  57. Street Fighter II: The World Warrior Car Minigame
  58. Street Fighter IV: Arcade Edition Car Minigame
  59. Street Fighter II
  60. Street Fighter II Turbo 16-Bit
  61. Ultra Street Fighter II The Final Challengers Ryu Arcade Mode
  62. Ultra Street Fighter II: The Final Challengers Sagat Arcade Ending
  63. Street Fighter II
  64. Ultra Street Fighter II The Final Challengers Ryu Arcade Mode
  65. Ultra Street Fighter II: The Final Challengers Zangief Arcade Ending
  66. Street Fighter Alpha 2 Ryu Arcade Mode Playthrough
  67. Street Fighter Alpha 2 Adon Arcade Mode Playthrough
  68. Street Fighter Alpha 2 Birdie Arace Mode Playthrough
  69. Final Fight (Arcade)
  70. Ultra Street Fighter IV Hugo Cutscenes
  71. Final Fight Revenge
  72. Street Fighter Alpha Super Combos
  73. Street Fighter IV Dan Ending
  74. Street Fighter Alpha 3 - Sagat Story
  75. Final Fight 2 (Arcade) Rolento Boss
  76. Final Fight 2 (Arcade) Rolento Boss
  77. Street Fighter 2: Champion Edition
  78. Street Fighter Alpha 3 Guile's Sonic Boom
  79. Street Fighter 2: Turbo Game Manual Page 10
  80. Final Fight (Arcade)
  81. Final Fight (Arcade) Rolento Boss
  82. Final Fight 2 (SNES) Game Manual Page 12
  83. Street Fighter 1 Fighter Defeated Cutscene
  84. Street Fighter 1 Ending
  85. Street Fighter 1 Minigame
  86. Street Fighter 1 Minigame
  87. Street Fighter VI Karate Minigame
  88. Street Fighter VI Karate Minigame
  89. Street Fighter VI Karate Minigame
  90. Street Fighter VI Scrap Heap Minigame
  91. Street Fighter VI Scrap Heap 2 Minigame
  92. Street Fighter 6 All Jump Animations
  93. Street Fighter III 3rd Strike Game Manual Page 14
  94. Street Fighter 2: Turbo Game Manual Page 10
  95. Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
  96. Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
  97. Street Fighter Alpha 3 Game Manual Page 8
  98. Street Fighter VI Training Tutorial
  99. Street Fighter III: Second Impact Ryu vs Necro Ryu Winquote
  100. Street Fighter V Perfect Parry
  101. Street Fighter 6 Perfect Parry
  102. Street Fighter V Stun Animation
  103. Street Fighter Series
  104. Street Fighter III 3rd Impact Game Manual Page 15
  105. Street Fighter VI Ball Block Blitz
  106. Street Fighter Alpha Game Manual page 4
  107. Street Fighter III 3rd Impact Game Manual Page 14
  108. Street Fighter IV Game Manual Page 12
  109. Street Fighter 6 Perfect Parry
  110. Street Fighter Alpha Game Manual page 4
  111. Street Fighter III 3rd Strike Game Manual Page 15
  112. Street Fighter III Official Evo Moment #37, Daigo vs Justin Evo 2004 in HD
  113. Street Fighter VI Training Tutorial
  114. Street Fighter Alpha Game Manual page 7
  115. Street Fighter Alpha 3 Game Manual Page 12
  116. Street Fighter Alpha 3 Game Manual Page 12
  117. Street Fighter VI Training Tutorial
  118. Street Fighter VI Training Tutorial
  119. Street Fighter V F.A.N.G. Gameplay
  120. Street Fighter V F.A.N.G. Gameplay
  121. Street Fighter 6 World Tour Kimberly Cutscenes
  122. Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
  123. Street Fighter 6 World Tour Akuma Mastery
  124. Street Fighter IV Game Manual Page 12
  125. Street Fighter Alpha Super Combos
  126. Ultra Street Fighter IV Rose vs Abel Rose Winquote
  127. Ultra Street Fighter IV Rose vs Cammy Rose Winquote
  128. Street Fighter IV Game Manual Page 16
  129. Street Fighter 6 World Tour Lily Hawk Cutscenes
  130. Street Fighter 6 World Tour Lily Hawk Cutscenes
  131. Street Fighter VI Training Tutorial
  132. Street Fighter V Movie: A Shadow Falls
  133. Street Fighter Alpha 3 Game Over/Bad Ending
  134. Street Fighter V Karin Story
  135. Street Fighter V Karin Story
  136. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  137. Ultra Street Fighter 4 Gouken vs Dhalsim Gouken Win Quote
  138. Super Street Fighter IV - Juri OVA
  139. Super Street Fighter IV - Juri OVA
  140. Super Street Fighter IV - Juri OVA
  141. Super Street Fighter IV - Juri OVA
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  143. Street Fighter IV Game Manual Page 16
  144. Ultra Street Fighter IV Ryu Move List
  145. Street Fighter IV Game Manual Page 15
  146. Ultra Street Fighter IV Ryu Move List
  147. Street Fighter IV Game Manual Pages 15-16
  148. Street Fighter IV Game Manual Page 16
  149. Street Fighter IV Game Manual Page 16
  150. Sakura Ganbaru!, Volume 1, Chapter 1
  151. Street Fighter V Official Online Manual
  152. Street Fighters V: Champion Edition Rose vs Menat Rose's Win Quote
  153. Ultra Street Fighter IV Rose vs Guile Rose Winquote
  154. Ultra Street Fighter IV Rose vs Seth Rose Winquote
  155. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  156. Street Fighter V Menat Story Ending
  157. Winter Street, U.S.A. | Street Fighter III: New Generation
  158. Graffiti Alley, U.S.A. | Street Fighter III: New Generation
  159. Frosty Boulevard | Street Fighter V
  160. Holly Jolly Beatdown | Street Fighter V
  161. Secret Society Headquarters, Mediterranean Sea | Street Fighter III: New Generation
  162. Volcanic Rim | Street Fighter IV
  163. Street Fighter III: 2nd Impact Akuma Move List
  164. Street Fighter V Kolin's Crtical Art
  165. Street Fighter Blanka Electricity
  166. Ultra Street Fighter IV C. Viper vs Dan
  167. Street Fighter V: A Shadow Falls
  168. Street Fighter V: A Shadow Falls
  169. Street Fighter V: A Shadow Falls
  170. Street Fighter V Movie: A Shadow Falls
  171. Street Fighter V Movie: A Shadow Falls
  172. Street Fighter V F.A.N.G. Gameplay
  173. Street Fighter V F.A.N.G. Gameplay
  174. Street Fighter V F.A.N.G. vs. Laura F.A.N.G. Winquote
  175. Street Fighter V Necalli Story Mode
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  177. Street Fighter VI Akuma Moveset
  178. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  179. Ultra Street Fighter IV Rose vs Guile Rose Winquote
  180. Ultra Street Fighter IV Rose vs Seth Rose Winquote
  181. Street Fighter V Menat Story Ending
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  183. Street Fighter Alpha 3 Maki Personal Data
  184. Sakura Ganbaru!, Volume 1, Chapter 4
  185. Street Fighter Alpha 3 Maki Gameplay
  186. Sakura Ganbaru!, Volume 1, Chapter 4
  187. Final Fight (Arcade)
  188. Final Fight (USA) Game Manual Page 9
  189. Final Fight (USA) Game Manual Page 9
  190. Final Fight (Arcade)
  191. Final Fight Revenge
  192. Ultra Street Figther IV Ibuki Arcade Ending
  193. The Side Readers Side Readers: 02 Queen's Resort (Beach Race) ""Of course, no amount of intensive training would make you as strong as me...so I don't expect you to keep up."
    "What!?"
    Ibuki usually kept her temper under control, but that was too much to bear from an overblown cosplayer.
    "So you think packing on a few extra pounds of muscle is all there is to strength, huh? What are you, a protein shake infomercial?"
    "Hmph. Big talk for a loser in the making."
    There were audible cracks and pops as Mika rolled her big shoulders as a warm-up. Ibuki strode over and poked Mika in the chest.
    "If you think a wrestler stands a chance against a ninja in a beach race, you must have taken one too many piledrivers on that thick skull."
    "Oh, really? In that case..."
    Mika licked her upper lip in anticipation.
    "Prove it!"
    And with that, Mika kicked the sand hard and sped away. Ibuki got a face full of sand.
    "Ack! Pfegh!"
    Ibuki was about to call that a cheap trick, but Mika was already some distance away, moving at high speed. Ibuki spat out the last of the sand with a grin, thinking, You took a ninja by surprise... Not bad! But...
    "You're still slow!"
    Ibuki set off at her usual training pace, which to the average person looked as swift as the wind. Her feet were a blur that barely scuffed the sand, and though Mika was powering along like a musclebound torpedo, Ibuki drew up alongside her in the space of a few breaths.
    For all her strength, Mika's sprinting form left her wide open. Ibuki couldn't help herself; she darted in and chopped at Mika's side.
    "Why, you--!" Mika shouted and tried to floor Ibuki with a clothesline lariat, but the ninja tucked under the clumsy attack and sprang forward into the lead.
    "So much for intensive training!" Ibuki giggled.
    There was nothing faster than a high-school ninja girl. Ibuki let her feet carry her over the water, where she dashed across the surface without ever sinking an inch. The salt spray was the perfect relief from the blazing sun.
    As the beach curled around the headland up ahead, the Kanzuki private resort finally came into view.
    "Whew, finally. I thought we'd never make it!" sighed Ibuki.
    All she could think of was reaching the resort, grabbing a cool drink and taking refuge under the canopy on the beach. She thought of putting her feet up and relaxing...and suddenly there was a passionate battlecry from behind her."
  194. Street Fighter IV Ibuki vs. Crimson Viper Ibuki Winquote
  195. Ultra Street Figther IV Ibuki Arcade Ending
  196. Street Fighter Alpha 3 Maki Personal Data
  197. Street Fighter Alpha 3 Guy Arcade Ending
  198. Street Fighter Alpha 3 Guy Arcade Ending
  199. Street Fighter Alpha 3 Charlie Ending
  200. Street Fighter Alpha 3 Chun-Li Ending
  201. Street Fighter Alpha 3 Chun-Li Ending
  202. Street Fighter Alpha 3 Dhalsim Arcade Ending
  203. Street Fighter Alpha 3 Zangief Arcade Ending
  204. Street Fighter Alpha 3 Cody Arcade Ending
  205. Street Fighter Alpha 3 Maki Move List
  206. Street Fighter Alpha 3 Maki Move List
  207. Street Fighter Alpha 3 Maki Move List
  208. Final Fight (USA) Game Manual Page 9
  209. Final Fight (USA) Game Manual Page 9
  210. Final Fight (USA) Game Manual Page 9
  211. Final Fight (USA) Game Manual Page 9
  212. Final Fight (USA) Game Manual Page 9
  213. Final Fight (USA) Game Manual Page 9
  214. Final Fight (USA) Game Manual Page 9
  215. Final Fight (USA) Game Manual Page 9
  216. Final Fight (USA) Game Manual Page 9
  217. Final Fight (USA) Game Manual Page 9
  218. Final Fight (USA) Game Manual Page 9
  219. Final Fight (USA) Game Manual Page 9
  220. Final Fight Revenge
  221. Final Fight Revenge
  222. Final Fight Revenge
  223. Final Fight Revenge
  224. Street Fighter VI Training Tutorial
  225. Street Fighter VI Training Tutorial
  226. Street Fighter VI Training Tutorial
  227. Street Fighter VI Training Tutorial
  228. Street Fighter VI Training Tutorial
  229. Street Fighter VI Training Tutorial
  230. Street Fighter VI Training Tutorial
  231. Street Fighter Alpha Game Manual page 4
  232. Street Fighter IV Game Manual Page 15
  233. Street Fighter IV Game Manual Page 16
  234. Street Fighter 6 Online Manual
  235. Street Fighter III Third Impact Game Manual Page 18
  236. Street Fighter IV Game Manual Page 12
  237. Street Fighter VI Online Manual
  238. Street Fighter V Website The Character Guides Character Guide 038: Maki Genryusai
  239. Street Fighter V Website The Character Guides Character Guide 038: Maki Genryusai
  240. Final Fight 2 Manual (Japan) Page 8
  241. Street Fighter Alpha 2 Ryu Arcade Ending
  242. Street Fighter Alpha 2 Ryu Arcade Ending
  243. Street Fighter Alpha 2 Ryu Arcade Ending
  244. Street Fighter III: 2nd Impact - Giant Attack - Akuma Ending
  245. Street Fighter IV Aftermath
  246. Street Fighter 4 - Intro: Chun Li
  247. Super Street Fighter 4 Juri OVA
  248. Super Street Fighter 4 Juri OVA
  249. Street Fighter V - E. Honda Arcade Mode Ending
  250. Final Fight Revenge Haggar Super Attack
  251. Super Street Fighter II Turbo - Shin Akuma Boss Fight
  252. Street Fighter Alpha 3 Akuma Ending
  253. Street Fighter Alpha 3 M. Bison Arcade M. Bison vs Akuma
  254. Street Fighter Alpha 3 M. Bison Arcade M. Bison vs Akuma
  255. Street Fighter Alpha 3 Adon Arcade Adon vs M. Bison
  256. Street Fighter Alpha 3 OST Feel the Cool
  257. Street Fighter Alpha 3 OST Groan
  258. Street Fighter Alpha 3 Game Over
  259. Street Fighter 6 Ryu vs SiRN Akuma Ryu Winquote
  260. Street Fighter 6 Dhalsim vs SiRN Akuma Dhalsim Winquote
  261. Street Fighter 6 Mai Shiranui vs SiRN Akuma Mai Shiranui Winquote
  262. Street Fighter 6 Jamie vs. SiRN Akuma Jamie Winquote
  263. Street Fighter 6 Manon vs. SiRN Akuma Manon Winquote
  264. Street Fighter 6 Cammy vs. SiRN Akuma Cammy Winquote
  265. Street Fighter 6 Guile vs. SiRN Akuma Guile Winquote
  266. Street Fighter 6 Ken vs SiRN Akuma Ken Winquote
  267. Street Fighter 6 Chun-Li vs SiRN Akuma Chun-Li Winquote
  268. Street Fighter 6 Terry Bogard vs SiRN Akuma Terry Bogard Winquote
  269. Street Fighter 6 Elena vs SiRN Akuma Elena Winquote
  270. Street Fighter 6 Akuma vs SiRN Akuma Akuma Winquote
  271. Street Fighter 6 C. Viper vs SiRN Akuma C. Viper Winquote
  272. Final Fight 2 (Arcade) Won Won Boss
  273. Final Fight 2 (Arcade) Won Won Boss
  274. Final Fight 2 (Arcade) Freddie Boss
  275. Final Fight 2 (Arcade) Bratken Boss
  276. Final Fight 2 (Arcade) Philippe Boss
  277. Final Fight 2 (Arcade) Rolento Boss
  278. Final Fight 2 (Arcade) Rolento Boss
  279. Final Fight 2 (Arcade) Retu Boss
  280. Final Fight 2 (Arcade) Retu Boss
  281. Street Fighter Alpha 3 Maki Arcade
  282. Street Fighter Alpha 3 Maki Arcade
  283. Sakura Ganbaru!, Volume 1, Chapter 4
  284. Street Fighter Alpha 3 Maki Arcade