Difference between revisions of "The King of Fighters XV/Maxima"
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{{CharNavbox_XV}} | {{CharNavbox_XV}} | ||
<section begin="image"/>[[File:KOFXV Maxima Profile.png|thumb|Maxima is a cyborg remodeled by NESTS. With 80% of his body comprised of machinery, he is equipped with weaponry everywhere.<br/>His fighting ability is far beyond that of any human. As a loyal intellectual full of heart, he also understands K' well.]]<section end="image"/> | <section begin="image"/>[[File:KOFXV Maxima Profile.png|thumb|Maxima is a cyborg remodeled by NESTS. With 80% of his body comprised of machinery, he is equipped with weaponry everywhere.<br/>His fighting ability is far beyond that of any human. As a loyal intellectual full of heart, he also understands K' well. | ||
<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"> | |||
<big>'''Jump:''' 41f | |||
<br>'''Hop:''' 35f | |||
<br>'''Backdash:''' 21f | |||
<br>'''Run Speed Ranking:''' 8 | |||
</big></div>]]<section end="image"/> | |||
{{TOClimit|3}} | {{TOClimit|3}} | ||
==Movelist== | ==Movelist== | ||
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And when Maxima has finally beaten the opponent mentally, he becomes a one-of-a-kind nightmare. Maxima has huge damage in every area across the board, from poking, to punishes, and breaking the opponent open, such as with heavy Maxima Press (624D), a fast dashing command grab that goes almost fullscreen and is relatively difficult to counterpoke. Maxima can easily whittle down vulnerable opponents in mere seconds. | And when Maxima has finally beaten the opponent mentally, he becomes a one-of-a-kind nightmare. Maxima has huge damage in every area across the board, from poking, to punishes, and breaking the opponent open, such as with heavy Maxima Press (624D), a fast dashing command grab that goes almost fullscreen and is relatively difficult to counterpoke. Maxima can easily whittle down vulnerable opponents in mere seconds. | ||
However... if you're not afraid of Maxima, then it's a different story. Big, sluggish, and very immobile, Maxima is prone to getting obliterated by opponents with good offense and defense. But if you like the idea of playing a walking tank who can blow up opponents just as hard as he can get blown up himself, then Maxima might be your character. Maxima is | However... if you're not afraid of Maxima, then it's a different story. Big, sluggish, and very immobile, Maxima is prone to getting obliterated by opponents with good offense and defense. But if you like the idea of playing a walking tank who can blow up opponents just as hard as he can get blown up himself, then Maxima might be your character. Maxima is best played in battery or anchor position, as he performs much better with meter on hand. | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = '''''{{SUBPAGENAME}} is a unique powerhouse character who excels at destroying the opponent with powerful mixups when he gets in.''''' | | intro = '''''{{SUBPAGENAME}} is a unique powerhouse character who excels at destroying the opponent with powerful mixups when he gets in.''''' | ||
| pros= | | pros= | ||
* '''Tanky''': Upper body autoguard on all his heavy pokes, such as the cancelable 2C and CD. With the high hitstun of these moves there has never been an easier far standing normal hitconfirm into Max Mode. | * '''Tanky''': Upper body autoguard on all his heavy pokes, such as the cancelable 2C and CD. With the high hitstun of these moves there has never been an easier far standing normal hitconfirm into Max Mode. | ||
* '''Great Up Close''': Maxima has a wide variety of | * '''Great Up Close''': Maxima has a wide variety of big buttons, and gets fantastic reward off many of his options. A single hit can easily lead into a devious oki situation for the game. | ||
* '''Fantastic Mixups''': Maxima gets lots of hard knockdowns and safejump option selects once he wins neutral. After this, he gets a ridiculous midscreen offense game with a high chip-damage pressure reset, left/right setups, a 1f command grab, a high damage instant overhead that grants HKD, massive jumping buttons, and frametraps galore. | * '''Fantastic Mixups''': Maxima gets lots of hard knockdowns and safejump option selects once he wins neutral. After this, he gets a ridiculous midscreen offense game with a high chip-damage pressure reset, left/right setups, a 1f command grab, a high damage instant overhead that grants HKD, massive jumping buttons, and frametraps galore. | ||
* '''No Jumping In:''' Highly damaging anti-air combos from 3C and a very good anti air special force characters to approach on the ground, which Maxima is great at stopping. | * '''No Jumping In:''' Highly damaging anti-air combos from 3C and a very good anti air special force characters to approach on the ground, which Maxima is great at stopping. | ||
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* '''Awful vs Ground Fireballs''': Maxima's speed already gives him issues here, but his lack of ways to actually deal with ground fireballs in constructive ways is a major hurdle. | * '''Awful vs Ground Fireballs''': Maxima's speed already gives him issues here, but his lack of ways to actually deal with ground fireballs in constructive ways is a major hurdle. | ||
* '''Stubby''': Despite his size, Maxima's moves are stubbier than you'd expect. When tied with his speed, it makes his pokes much worse than they seem. | * '''Stubby''': Despite his size, Maxima's moves are stubbier than you'd expect. When tied with his speed, it makes his pokes much worse than they seem. | ||
* '''Pisspoor Abare''': | * '''Pisspoor Abare''': As a character with 5-frame status, Maxima is really unfortunate when it comes to abare (for reference, Antonov, the biggest character is the game, is 4-frame status). His frame-1 command grab has extremely short range, which makes it very hard for Maxima to get sticky opponents off of him. | ||
}} | }} | ||
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|moveId=maxima_stc | |moveId=maxima_stc | ||
|description= | |description= | ||
* | * Maxima's fist is entirely disjointed, down to his wrist. | ||
A very slow but ''very'' armored st.C that can special cancel, allowing it to convert into devastating combos if it lands. Unsafe on hit and block, so it's recommended to cancel this into Vapor Cannon when possible for better pressure and reward. | |||
}} | }} | ||
====Far D==== | ====Far D==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=maxima_std | |moveId=maxima_std | ||
|description= | |description= | ||
* Upper body autoguard | * Upper body autoguard on the latter half of startup frames (7-14). | ||
Very strong poke. High damage, upper body armor on latter startup frames, very low recovery which makes it advantageous on hit and even on block. Maxima can pretty easily push people around with this move, and he has enough time to super cancel after tanking a hit for big damage. | |||
}} | }} | ||
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|moveId=maxima_clc | |moveId=maxima_clc | ||
|description= | |description= | ||
* | * Hits twice. Does the same amount of damage as cl.D. | ||
* Upper body autoguard | * Upper body autoguard in the latter half of startup (3-5) | ||
The faster heavy starter. The second hit has a lot of pushback and can cause 3C to whiff during jump in combos, so it's recommended to use cl.D in such scenarios. | |||
}} | }} | ||
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|moveId=maxima_cld | |moveId=maxima_cld | ||
|description= | |description= | ||
*Slow | |||
*Upper body autoguard in the last few startup frames+ to the first five active frames (7-14) | |||
Slow heavy starter with a lot of armor and less prone to being pushed out of range for 3C than cl.C. | |||
}} | }} | ||
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|moveId=maxima_cra | |moveId=maxima_cra | ||
|description= | |description= | ||
One of Maxima's fastest normals, useful for abare. Even on block, which is rather unusual for a cr.A in XV. | |||
}} | }} | ||
====Crouch B==== | ====Crouch B==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|description=Incredibly slow 2B. | |description=Incredibly slow 2B. | ||
* Low light confirm, but requires for Maxima to be very very close. | * Low light confirm, but requires for Maxima to be very very close. | ||
* 624B | * +3 on hit and +1 on block. You can link 624B afterwards. | ||
2B is Maxima's only +oB button that isn't limited by proximity. As a plus-on-block low (the only one of its kind), 2B can be used as a frame-trap or mixup. | |||
}} | }} | ||
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|moveId=maxima_crc | |moveId=maxima_crc | ||
|description= | |description= | ||
* | * Whiff-cancelable. | ||
* | * Upper-body armor for a brief period during startup (4-7) | ||
Almost a better version of st.C. Better range, command and whiff cancelable, and better advantage. | |||
}} | }} | ||
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|input=j.C | |input=j.C | ||
|description2= | |description2= | ||
* | *Crossup hitbox extends from Maxima's inner elbow to his inner ankle. | ||
Grappler body splash. Great for crossing up opponents. | |||
}} | }} | ||
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* Causes a hard knockdown on air hit. | * Causes a hard knockdown on air hit. | ||
Maxima has a very unique blowback with different properties than every other blowback in the game. It does 90 | Maxima has a very unique blowback with different properties than every other blowback in the game. It does 90 damage instead of the usual 75. It also causes a sliding hard knockdown on air hit, similar to the knockdown you get from 214P, and a wall bounce on counter hit, allowing for juggles. This is a useful and rewarding neutral tool as long as you're wary of its speed. | ||
You can switch up the range of your whiff cancel with a delay cancel, but it's tricky. Connecting this midscreen and then using 236AC will allow you to follow up with 3C 214C. | You can switch up the range of your whiff cancel with a delay cancel, but it's tricky. Connecting this midscreen and then using 236AC will allow you to follow up with 3C 214C. | ||
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|name=M-9 Maxima Missile (Prototype) | |name=M-9 Maxima Missile (Prototype) | ||
|input=3C | |input=3C | ||
|captions= | |captions= | ||
|description= | |description= | ||
An upwards angled cross that puts airborne opponents into a juggle state on aerial hit. | |||
* Combos from lights, used to convert into specials that normally only cancel from heavies. | |||
* | * Forces standing on grounded opponents. | ||
* | * Shifts Maxima forward slightly. Connects from st.A at closer ranges. | ||
* | |||
Maxima | Legitimately one of the scariest anti-airs in the game and one of the main reasons you shouldn't try to jump in on Maxima if he's not vulnerable. Connects into 214P, 623K, and 624BD (must be delayed) if it anti-airs. | ||
}} | }} | ||
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|captions= Catch them pressing buttons | |captions= Catch them pressing buttons | ||
|description3= | |description3= | ||
Maxima rears his fist back before lunging forward with a straight punch. | |||
* | * Always causes a hard knockdown, unlike most other physical specials. | ||
* | * Causes a wall-bounce on counterhit, allowing for extensions similar to the '''EX''' version. | ||
* Vapor Cannon has a ''projectile hitbox'' and is therefore '''immune to physical counters.''' | |||
* | |||
This is the move that defines Maxima. Massive hit, block and guard damage, safe to very plus on block, ''wallbounces on counterhit'', and to top it all off, Vapor Cannon has a static projectile hitbox, which means '''Vapor Cannon cannot be countered whatsoever'''. Sooner or later, Vapor Cannon will end up killing the opponent, whether it be through hit confirms, chip outs, or a guard crush. | |||
Vapor Cannon's only weakness, if any, is its startup. Meterless Vapor Cannon's minimum startup is 19 frames, so savvy players can counterpoke Maxima during pressure strings. It doesn't help that Maxima mostly lacks plus-on-block buttons. Maxima's buttons are also quite slow, so he's quite prone to getting stuffed out before he can mount an offensive. | |||
}} | }} | ||
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|input=j.214A/C/AC | |input=j.214A/C/AC | ||
|description3= | |description3= | ||
* | Aerial version of Vapor Cannon. | ||
* | * Static projectile hitbox. | ||
* Can be canceled into from j.A and j.C. | |||
* Minimum startup from a TK input (2149) is 15 frames. (4F jump start-up + 11F move start-up). | |||
Essentially a worse version of Vapor Cannon. Lower damage, very unsafe on block, and middling reward. It also lacks the disjoint of grounded Vapor Cannon. There's no real point to using this. | |||
}} | }} | ||
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|input=623B/D/BD | |input=623B/D/BD | ||
|description3= | |description3= | ||
Anti-air grab. | |||
* | * Only the '''EX''' version catches grounded opponents and is fully invulnerable on startup. | ||
A bit of an unconventional designated anti-air, but deals immense damage and has decent oki if it actually connects. | |||
EX version is | The '''EX''' version is Maxima's only non-super reversal and is his best option in a pinch, but Maxima is extremely vulnerable if it whiffs. | ||
}} | }} | ||
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|captions= Frame 1, slow startup but dashing grab | |captions= Frame 1, slow startup but dashing grab | ||
|description5= | |description5= | ||
A command grab that has two variants. If 624B is inputted, Maxima will reach forward with a grab that has 1 frame of startup. If 624D is inputted, Maxima will briefly pause before launching himself forwards to grab the opponent. Both versions end with Maxima slamming the opponent into the corner of the screen and function as good mixup tools. | |||
Both versions have a followup that tacks on an additional 40 damage, but decreases oki slightly. | |||
---- | |||
'''624B:''' Extremely short range, which makes it very hard to land. Works as a "get off me" button on wakeup and as an up-close mixup. | |||
---- | |||
'''624D:''' Faster than it used to be, but still too slow to be used in combos. Basically just a midscreen threat when the opponent is too scared to fight back. | |||
---- | |||
'''624BD:''' A hitgrab, meaning it can't be used for mixups. The only version that can reliably be used as a combo ender. Combos from lights. The followup for this version does 10 more damage than the meterless versions. | |||
}} | }} | ||
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|input=236A/C/AC | |input=236A/C/AC | ||
|description3= | |description3= | ||
A brand new move for Maxima that has some relatively niche use, useful for comboing from lights without 3C or for combo juggles. Has some decent forward movement, but needs to be used from farther ranges in order to be safe. | |||
---- | |||
'''236A:''' Combos from lights, but carries a risk of being blocked if Maxima isn't very close. Soft knockdown. | |||
---- | |||
'''236C:''' Doesn't combo from anything, but has upper body armor in its later startup frames, which can make it hard to counter. Important in corner juggles, where 623K will almost always hit. Hard knockdown. | |||
---- | |||
'''236AC:''' Faster than 236C and also has armor in its later startup frames. Causes a significantly longer knockdown than the meterless versions. | |||
}} | }} | ||
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|moveId=maxima_236236a/c,maxima_236236ac | |moveId=maxima_236236a/c,maxima_236236ac | ||
|name=Double Vapor Cannon | |name=Double Vapor Cannon | ||
|captions= | |captions= GGs thanks for playing | ||
|input=236236A/C/AC | |input=236236A/C/AC | ||
|description2= | |description2= | ||
* | * Like Vapor Cannon, has a very disjointed static projectile hitbox. | ||
* | * Very short range. Be careful with how you use this. | ||
Maxima's most damaging super that has poor range, with a hitbox only extending to the end of the visual shockwave. Has a large amount of pushback on block, but can still be punished. | |||
}} | }} | ||
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|input=236236B/D/BD | |input=236236B/D/BD | ||
|description2= | |description2= | ||
* | * Scales with its own hits (20% for the normal version, 25% for the '''MAX''' version). | ||
* Travels fullscreen. | |||
Maxima's fullscreen laser, preferable in scenarios where Double Vapor Cannon won't land. Scales with its own hits, which can cause longer combos to do less damage than they should. | |||
}} | }} | ||
Latest revision as of 20:53, 6 April 2024
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
M-9 Maxima Missile (Prototype) - +
Special Moves
Air M-4 Vapor Cannon - (Mid-air) + / (*)
Super Special Moves
Climax Super Special Moves
Gameplay Overview
Maxima is a rather unorthodox grappler whose gameplan revolves not around landing command grabs, but using his set of powerful space control tools to get in and shut the opponent down entirely.
Maxima's signature special move is Vapor Cannon (214P[P]), an attack with very interesting properties. Besides always granting a hard knockdown on hit, it wallbounces on counterhit, leading to devastating levels of damage. Vapor Cannon is also very hard to punish and has a ridiculous amount of guard damage, which overall makes it a very scary move to deal with. The aerial version (j.214P[P]) is a near-instant overhead. His sole command normal, M-9 Maxima Missile (Prototype) (3C) has some frightening properties as well. Besides being able to cancel from light normals, it puts the opponent into a juggle state if they're in the air, leading to immensely damaging combos that don't require meter. If that wasn't concerning enough, Maxima also has an anti-air grab in Maxima Blitz Cannon (623K[K]), which has very fast startup. In short: You don't want to jump in on Maxima. You will regret it.
Once Maxima gets in, it's hard to get him out. All of Maxima's heavy normals have upper body armor (except for his sweep, which has lower body armor), which can make it very difficult to counterpoke him. Even his blowback has upper body armor, and wallbounces the opponent on counterhit (similar to Vapor Cannon) and gives a sliding hard knockdown on air hit. Try to keep him out of range, and you might find yourself having to deal with M-24 Atomic Laser (236236K[K]) an immensely active fullscreen laser blast that beats projectiles and supers of the same level. It's so active, in fact, that it cannot be jumped over or rolled through, and you will always be forced to take a large amount of chip damage. Try to get too close, and you might get hit by an EX Blitz Cannon, a fully invincible command grab that hits even grounded opponents, or a light Maxima Press (624B), a frame-1 command grab that sends the opponent back to their side of the screen with Maxima.
And when Maxima has finally beaten the opponent mentally, he becomes a one-of-a-kind nightmare. Maxima has huge damage in every area across the board, from poking, to punishes, and breaking the opponent open, such as with heavy Maxima Press (624D), a fast dashing command grab that goes almost fullscreen and is relatively difficult to counterpoke. Maxima can easily whittle down vulnerable opponents in mere seconds.
However... if you're not afraid of Maxima, then it's a different story. Big, sluggish, and very immobile, Maxima is prone to getting obliterated by opponents with good offense and defense. But if you like the idea of playing a walking tank who can blow up opponents just as hard as he can get blown up himself, then Maxima might be your character. Maxima is best played in battery or anchor position, as he performs much better with meter on hand.
Maxima is a unique powerhouse character who excels at destroying the opponent with powerful mixups when he gets in. | |
Pros | Cons |
|
|
Quick Combo Reference
In a nutshell
- Basic combo route is (any normal) > 3C > 214A > [anything].
- If you have half a bar to spare: (any normal) > 3C > 214AC > 214A.
- Max damage for 50% bar: (any normal) > 3C > 214AC > microstep > 3C > 214C = 340~395 dmg. Very meter efficient combo and the BNB you should use the most when not trying to combo into supers. There is almost no reason ever to not use this combo due to the damage and meter efficiency.
- Combo into (EX) Maxima Press for great oki: (any normal) > 3C > 214AC > microstep > 3C > 624BD > 214P = 372~427 + corner safejump for 1 meter.
0 Meter |
Light Confirm |
2A, 3C, 214A = 190 dmg |
1 Meter |
Anywhere |
Close 5C (1 hit), 3C, 214A, 236236P = 392 dmg |
2 Meters |
Poke Confirm |
2C, 214A, 236236AC = 526 dmg |
Normals
Far Standing Normals
Far A
stand A
st.A
st.A |
---|
Far B
stand B
st.B
st.B |
---|
Far C
stand C
st.C
st.C |
---|
Far D
stand D
st.D
st.D |
---|
Close Standing Normals
Close A
close A
cl.A
cl.A |
---|
Close B
close B
cl.B
cl.B |
---|
Close C
close C
cl.C
cl.C |
---|
Close D
close D
cl.D
cl.D |
---|
Crouch Normals
Crouch A
crouch A
cr.A
cr.A |
---|
Crouch B
crouch B
cr.B
cr.B |
---|
Crouch C
crouch C
cr.C
cr.C |
---|
Crouch D
crouch D
cr.D
cr.D |
---|
Jump Normals
Jump A
jump A
j.A
j.A |
---|
Jump B
jump B
j.B
j.B |
---|
Jump C
jump C
j.C
j.C |
---|
Jump D
jump D
j.D
j.D |
---|
Blowback
Blowback
Blowback
CD
CD |
---|
ShatterStrike
ShatterStrike
236CD
236CD |
---|
jump CD
jump CD
j.CD
j.CD |
---|
Rush Moves
rush
cl.AA/c.AAX
cl.AA/c.AAX |
---|
Throws
Dynamite Drop
Dynamite Drop
(close) 4/6C
(close) 4/6C |
---|
Drop Bomb
Drop Bomb
(close) 4/6D
(close) 4/6D |
---|
Command Moves
M-9 Maxima Missile (Prototype)
M-9 Maxima Missile (Prototype)
3C
3C |
---|
Special Moves
M-4 Vapor Cannon
M-4 Vapor Cannon
214A/C/AC
214A/C/AC |
---|
Air M-4 Vapor Cannon
Air M-4 Vapor Cannon
j.214A/C/AC
j.214A/C/AC |
---|
M-19 Blitz Cannon
M-19 Blitz Cannon
623B/D/BD
623B/D/BD |
---|
Maxima Press (& Follow-Up)
Maxima Press
624B/D/BC, 214A/C
624B/D/BC, 214A/C |
---|
Maxima Charge
Maxima Charge
236A/C/AC
236A/C/AC |
---|
Super Special Moves
Double Vapor Cannon
Double Vapor Cannon
236236A/C/AC
236236A/C/AC |
---|
M-24 Atomic Laser
M-24 Atomic Laser
236236B/D/BD
236236B/D/BD |
---|
Climax
MX-III CIWS Launcher
MX-III CIWS Launcher
2141236CD
2141236CD |
---|
Misc
Alternate Colors