The King of Fighters XIII/Maxima

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File:Maxima XIII.png


Normals

Standing

Maxima Far Normals.png

st. A

  • Cancellable
  • Hit Detection: High
  • Damage: 30


st. B

  • Can't be cancelled
  • Hit Detection: High
  • Damage: 30


st. C

  • Super-Cancellable only
  • Hit Detection: High
  • Damage: 100


st. D

  • Can't be cancelled
  • Hit Detection: High
  • Damage: 100


Maxima Close Normals.png

cl. C

  • Cancellable
  • Hit Detection: High
  • Damage: 50 x 2


cl. D

  • Cancellable
  • Hit Detection: High
  • Damage: 100


Crouching

Maxima Crouch Normals.png

cr. A

  • Cancellable
  • Hit Detection: High
  • Damage: 30


cr. B

  • Can't be cancelled
  • Hit Detection: Low
  • Damage: 35


cr. C

  • Cancellable
  • Hit Detection: High
  • Damage: 100


cr. D

  • Can't be cancelled
  • Hit Detection: Low
  • Damage: 100


Jumping

Maxima Jump Normals.png

j. A

  • Cancellable
  • Hit Detection: Mid
  • Damage: 45 (40)


j. B

  • Can't be cancelled
  • Hit Detection: Mid
  • Damage: 45 (40)


j. C

  • Cancellable during (hyper) hops only.
  • Hit Detection: Mid
  • Damage: 72 (70)


j. D

  • Can't be cancelled
  • Hit Detection: Mid
  • Damage: 70 (68)


Blowback Attack

Maxima CD.png

CD

  • Cancellable
  • Hit Detection: High
  • Damage: 110


Maxima JCD.png

j. CD

  • Cancellable
  • Hit Detection: High
  • Damage: 90 (80)


Maxima GCCD.png

GCCD

  • Can't be cancelled
  • Hit Detection: High
  • Damage: 10


Throw

Dynamite Drop.png

Dynamite Drop = (b/f+C/D)

  • Can be broken
  • Hit Detection: Throw
  • Damage: 100


Command Moves

M9 Missle.png

M9 Missile = (df+C)

  • Cancellable
  • Hit Detection: High
  • Damage: 80


Special Moves

M4 Vapor Cannon.png

M4 Vapor Cannon = (qcb+P)

(EX) = qcb+AC

- M4 Vapor Cannon has Guard Point properties, especially the C version. The EX version has increased priority and wire damage can be followed up.

  • Super-Cancellable
  • Hit Detection: High
  • Damage: 120; EX Damage: 80, 50


M4 Air Vapor Cannon.png

M4 Air Vapor Cannon = qcb+P (air)

(EX) = qcb+AC in air

  • Can't be cancelled
  • Hit Detection: High
  • Damage: 110; EX Damage: 50 x 2, 60


M19 Blitz Cannon.png

M19 Blitz Cannon = (dp+K)

(EX) = dp+BD

- EX version has guard point and additional hit frames on his knee.

  • Normal version can't be cancelled; EX version is Drive- / Super-cancellable
  • Hit Detection: Throw; EX Hit Detection: High
  • Damage: 0, 150; EX Damage: 50, 150


Maxima Press.png

Maxima Press = (hcb+K)

(EX) = hcb+BD

  • Can't be cancelled
  • Hit Detection: Throw, EX Hit Detection: High
  • Damage: 80

Maxima Press follow-up.png

∟Press Plus = (qcb+P

(EX) = qcb+AC

  • Super-cancellable; EX version is also Drive-cancellable
  • Hit Detection: High
  • Damage: 50, EX Damage: 120

- EX version is very fast and hard to jump over. Press Plus can now be Drive and Super Canceled. It's an instant-grab when near opponent unlike the D version which has a start-up animation.


Desperation Moves

Double Vapor Cannon.png

Double Vapor Cannon = (qcfx2+P)

(EX) = qcfx2+AC

- EX version has faster start-up and increased hit count.

  • MAX Cancellable
  • Hit Detection: High
  • Damage: 220; EX Damage: 80 x 2, 180


Neomax

Maxima Laser.png

Maxima Laser = (hcbx2+AC)

  • Hit Detection: High
  • Damage: (15+0) x 22, 120


Combos

- j. C -> cl. D -> df C -> HD -> cl. D -> df C -> qcb + A -(DC)-> qcf + AC -(MC)-> hcb x 2 + AC = 1110 Damage

-d.B, d.A, hcb+B.qcb+P -->

-(d.Ax3)/(d.B, d.A, df.C), Ex qcb+P (wires), df.C, (df.C), dp+K/Ex hcb+K.qcb+P -->

-Crossup j.C, d.A, df.C, qcb+P/hcb+B.qcb+P -->

-Crossup j.C, d.A, df.C, Ex hcb+K.qcb+P, [DC] Ex qcb+P, (wire) df.C, dp+K

-Hyperhop/hop C, Ex air.qcb+P, Ex qcb+P (wires), df.C, dp+K

  • If, --> Ex hcb+K.qcb+P, [DC] qcb+P, [SC] qcfx2+P
  • If, --> hcb+K.qcb+P, [SC] qcfx2+P
  • If HD, --> [SC] qcfx2+P, [MC] hcbx2+P NM


-d.B, d.A, df.C, Ex qcb+P (wires), hcbx2+P NM

-qcb+P (counter), hcbx2+P NM

Miscellaneous

Character Sprite

File:Maxima sprite.gif

Colors

Maxima Colors.png


Other

Maxima Taunt.png

Taunt

Maxima Other Animations.png

First Row: Standing/Crouching/Evasive Roll

Second Row: Walking (forward/Walking (Backward)/Safe Roll

Third Row: Running/Back Step/Throw Break

Fourth Row: Standing Guard/Crouching Guard/Guard Crush

Fifth Row: Dizzy/Downed/Hyper Drive Activation

Last Row: Win Pose/Knock Out/Time Up Pose


Links & References

Technical Reference

http://www.youtube.com/watch?v=DfzcjMfwgi0#t=3m35s