Difference between revisions of "XV Broken/Maxima"
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{{CharNavbox_XV}} | {{CharNavbox_XV}} | ||
[[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 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"/> | ||
{{TOClimit|3}} | {{TOClimit|3}} | ||
==Movelist== | ==Movelist== | ||
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==Gameplay Overview== | ==Gameplay Overview== | ||
Maxima is a true juggernaut. Infamous for his devilish close-range game, Maxima excels at winning neutral and then dragging the opponent into an overwhelming midscreen offensive game. To help with this, Maxima has several great midscreen options, and decent answers to fireballs that range from low to high reward. Vapor Cannon makes for a fantastic, largely active, safe poke that leads to a hard knockdown and high damage on hit, and potentially the game itself on counterhit. However, Maxima's main downside comes in his speed. Maxima's walkspeed is slow, his runspeed is slow, and his moves all come out slow. This makes his Abare a bit riskier than other chars, and changes his playstyle quite a bit compared to the average KoF character. Master this, and you will be rewarded with big damage and incredible mixups. | |||
{{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 | * '''Great Midrange''': Maxima has a wide variety of good mid range pokes, 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:''' Highly damaging anti-air combos from 3C force characters to | * '''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. | ||
* '''Safejumps from anything:''' Going into any of his BNBs gives maxima easy 4f safejumps. Which are perfect for a character that deals so much damage. | |||
| cons= | | cons= | ||
* | * '''Incredibly Slow''': Maxima's movement on the ground and in the air are some of the slowest in the game. If this wasn't bad enough, all of his moves are both slow in activation and recovery, making him both slow to start and committal. | ||
* | * '''Terrible Lows''': Maxima's 2B is frame 7, unchainable, has bad whiff recovery, and requires him to be very close to get anything off it. And that's his '''best''' low. | ||
* | * '''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. | ||
* '''Pisspoor Abare''': Bad framedata coupled with no confirms means that it's hard for Maxima to really threaten his opponents or turn the tides on defense. Which is quite ironic considering what he wants to do. | |||
}} | }} | ||
==Quick Combo Reference== | ==Quick Combo Reference== | ||
Line 73: | Line 75: | ||
| '''0 Meter''' | | '''0 Meter''' | ||
| | | | ||
2B, 2A, 2A, 236A<br/> | |||
Close C (1 hit), 3C, 214A<br/> | |||
| | | | ||
( = dmg<br/> | ( = dmg<br/> | ||
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| '''1 Meter''' | | '''1 Meter''' | ||
| | | | ||
Close (1 hit), 3C, 214A, 236236A/C<br/> | |||
Close D, 3C, 214AC, 3C, 624BD br/> | |||
| | | | ||
( = dmg<br/> | ( = dmg<br/> | ||
Line 89: | Line 91: | ||
| '''2 Meters''' | | '''2 Meters''' | ||
| | | | ||
5B, 3C, 214A, 236236AC <br/> | |||
Close D, 3C, 214A, 236236BD <br/> | |||
| | | | ||
( = dmg <br/> | ( = dmg <br/> | ||
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|description= | |description= | ||
* Upper body autoguard. | * Upper body autoguard. | ||
* One of the few normals of his that can reliably outpoke lows, | * One of the few normals of his that can reliably outpoke lows. | ||
Maxima sticks his boot out. This poke is incredibly important. For the priority it has thanks to its autoguard, its range and speed are acceptable. However, what makes this really great is its recovery. This move is even on block and +2 on hit, a stark rarity for far pokes. As such, you can smack people around with this and take it from there. | |||
}} | }} | ||
===Close Standing Normals=== | ===Close Standing Normals=== | ||
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*Slow and with a lot of pushback. Has trouble comboing into 3C after regular jump-ins. | *Slow and with a lot of pushback. Has trouble comboing into 3C after regular jump-ins. | ||
*Upper body autoguard exists. | *Upper body autoguard exists. | ||
Maxima's most damaging close normal. It's main use is as an autoguarding (& throw breaking) frametrap after jump attacks that connect very high in the jump arc. | Maxima's most damaging close normal. It's main use is as an autoguarding (& throw breaking) frametrap after jump attacks that connect very high in the jump arc. Safe on block. | ||
}} | }} | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=maxima_crb | |moveId=maxima_crb | ||
|description= | |description=Incredibly slow 2B. | ||
* Low light confirm. | * Low light confirm, but requires for Maxima to be very very close. | ||
* 624B grab can be linked after. | * 624B grab can be linked after. | ||
}} | }} | ||
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* Upper body autoguard. | * Upper body autoguard. | ||
* Situational lower body autoguard - IE: Will autoguard Chris 2D, Leona 2D, and Terry 2D. Will not guardpoint 2B | * Situational lower body autoguard - IE: Will autoguard Chris 2D, Leona 2D, and Terry 2D. Will not guardpoint 2B | ||
* Great cancellable poke - Can | * Great cancellable poke - Can potentially hit behind him | ||
* Can be used to autoguard a full jump attack from opponent. Timing it well will allow Maxima to autoguard the jump in, hit the opponent as they land, and confirm into a full combo | * Can be used to autoguard a full jump attack from opponent. Timing it well will allow Maxima to autoguard the jump in, hit the opponent as they land, and confirm into a full combo | ||
Incredibly useful as it's easy to hitconfirm this into 214AC. | |||
}} | }} | ||
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* Extremely long sweep. | * Extremely long sweep. | ||
* Cancelable, but not on whiff. | * Cancelable, but not on whiff. | ||
You can cancel this into 236A for some shenanigans when spaced. But beware if they block as you'll be minus. It does help in frametraps though. | |||
}} | }} | ||
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* Cancels into j.214P. | * Cancels into j.214P. | ||
* Hits deep. | * Hits deep. | ||
* Useful for jumping in or as an air-to-air. Very versatile button with a big amount of active frames. | |||
}} | }} | ||
====Jump B==== | ====Jump B==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|input=j.C | |input=j.C | ||
|description2= | |description2= | ||
* | * Big fat crossup. | ||
* Cancels into j.214P. | * Cancels into j.214P. | ||
* Can be low profiled under. | * Can be low profiled under. | ||
* Positive when used at the apex (max height) of a hop. Approximately +4~5 at this point. Can be used as a frame trap on landing with 2A | * Positive when used at the apex (max height) of a hop. Approximately +4~5 at this point. Can be used as a frame trap on landing with 2A. | ||
This is your midscreen okizeme. Establish left/rights with this to open up your 5 way mix (left/right/high/low/command grab). | |||
}} | }} | ||
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* Upper body autoguard, not during the wind-up but the actual swing part. | * Upper body autoguard, not during the wind-up but the actual swing part. | ||
* Can be whiff canceled to gain more range on specials. | * Can be whiff canceled to gain more range on specials. | ||
* | * 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 dmg 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. | |||
}} | }} | ||
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|moveId=maxima_qcf+cd | |moveId=maxima_qcf+cd | ||
|description= | |description= | ||
* | *Standard shatterstrike. 15F start-up and -10 on block. | ||
*Utilize for anti-airing bothersome jump CDs or disjointed jump normals. | |||
*Also utilize to break through pressure or to guardpoint low moves. | |||
*Shatterstrike point blank at the corner puts you at perfect range to do 3C, 236C, 236A auto-timed. | |||
*Anti-air shatter strike will require micro dash 3C into your usual finishers (214C -> Super, 623B/D/BD, 624BD, 236C -> 624BD, 214A/C)- | |||
}} | }} | ||
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* Hitbox is located around Maxima's feet and makes him very horizontal - Useful for going over fireballs. | * Hitbox is located around Maxima's feet and makes him very horizontal - Useful for going over fireballs. | ||
* Use for air to airs by neutral hopping/jumping or backwards. Very, very positive on block. | * Use for air to airs by neutral hopping/jumping or backwards. Very, very positive on block. | ||
* Great for punishing fireballs you otherwise wouldn't be able to. | |||
}} | |||
==Rush Moves== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=maxima_rush1,maxima_rush2 | |||
|name=rush | |||
|input=cl.AA/c.AAX | |||
|description2=* Placeholder | |||
}} | }} | ||
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|name=M-9 Maxima Missile (Prototype) | |name=M-9 Maxima Missile (Prototype) | ||
|input=3C | |input=3C | ||
|captions= You DARE jump in on Maxima? | |||
|description=Despicable anti-air that leads to big damage even if it trades. | |description=Despicable anti-air that leads to big damage even if it trades. | ||
* Cancelable anti-air that leads to big combos. | * Cancelable anti-air that leads to big combos. | ||
* Puts opponent into juggle state on air hit so you can combo into anything without meter. | * Puts opponent into juggle state on air hit so you can combo into anything without meter. | ||
* Cancels from 2A, 2C, all close normals, and far A. Useful for hit-confirming pokes and converting hits into bigger damage | * Cancels from 2A, 2C, all close normals, and far A. Useful for hit-confirming pokes and converting hits into bigger damage. | ||
* Decent horizontal range to use as an anti-air AND as a counter poke. | * Decent horizontal range to use as an anti-air AND as a counter poke. | ||
* Forces opponent into a standing-state on hit | * Forces opponent into a standing-state on hit | ||
Maxima has multiple combo options on air hit. Meterless, he can perform 214C, which does massive damage and leads to a hard knockdown; 236236K[K] will connect afterwards. | |||
}} | }} | ||
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|name=M-4 Vapor Cannon | |name=M-4 Vapor Cannon | ||
|input=214A/C/AC | |input=214A/C/AC | ||
|captions= Catch them pressing buttons | |||
|description3= | |description3= | ||
* Used for space control and | * Used for space control, frametraps, and pressure. | ||
* Hard knockdown. | * Hard knockdown. | ||
* Wallbounces on Counter Hit. | * Wallbounces on Counter Hit. | ||
* C version is plus on block, which can be utilized | * C version is plus on block, which can be utilized for a variety of reasons. You are +4, so it frametraps into 2B and other frame 7 buttons. Also allows you to armor trap opponents who are mashing a lot with either 2C or 2D, depending on what you think they'll mash. | ||
* C version also can recover close or far depending on if Maxima interrupts the recovery with an action or not. | * C version also can recover close or far depending on if Maxima interrupts the recovery with an action or not. | ||
* EX version | * EX version wallbounces on ground hit but not on air hit. Counter Hits do not affect this behaviour. | ||
* Negates projectiles, but only the EX version negates EX projectiles. | * Negates projectiles, but only the EX version negates EX projectiles. | ||
Everything about this move is very hard to punish. | |||
}} | }} | ||
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|description3= | |description3= | ||
* Overhead attack. | * Overhead attack. | ||
* | * Very fast if TK'd properly (4F jump start-up + 11F move start-up = 15F total startup) | ||
* Hard to punish at midscreen due to pushback. | |||
* Cancels from j.A and j.C for "double overhead" jump-ins. | * Cancels from j.A and j.C for "double overhead" jump-ins. | ||
* Hard knockdown | * Hard knockdown | ||
* EX version has full autoguard and can beat most reversals clean. | * EX version has full autoguard and can beat most reversals clean. It's also much safer. | ||
* Negates projectiles just like the regular Vapor Cannon. | * Negates projectiles just like the regular Vapor Cannon. | ||
Mix this in with your midscreen pressure and oki game to turn their brain into mush. If you buffer it right you can even armor through abare. It's not easy at all though. <br/> | |||
In the corner, utilize this as a high-low mix-up situation with your close B, 2B on a knockdown. This is especially useful if you've cornered someone with EX Maxima Press. | |||
}} | }} | ||
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|moveId=maxima_623b,maxima_623d,maxima_623bd | |moveId=maxima_623b,maxima_623d,maxima_623bd | ||
|name=M-19 Blitz Cannon | |name=M-19 Blitz Cannon | ||
|input=623B/D/ | |input=623B/D/BD | ||
|description3= | |description3= | ||
* Damaging anti-air grab. | * Damaging anti-air grab. | ||
* Hard knockdown. | * Hard knockdown. | ||
* EX version | * Hitbox is around the hand and hurtbox is generally around the body - if done early enough, it will cleanly grab opponents out of active air attacks | ||
* Regular version gives a safe jump in the corner. | |||
* EX version hits grounded opponents and has full-body guardpoint on frame 1. | |||
EX version is your ONLY non-super reversal. Better get good at using it. | |||
}} | }} | ||
===Maxima Press (& Follow-Up)=== | ===Maxima Press (& Follow-Up)=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=maxima_624b,maxima_624d,maxima_624bd,maxima_624b/d/ | |moveId=maxima_624b,maxima_624d,maxima_624bd,maxima_624b/d~214a/c,maxima_624bd~214a/c | ||
|name=Maxima Press | |name=Maxima Press | ||
|input=624B/D/BC, 214A/C | |input=624B/D/BC, 214A/C | ||
| | |captions= Frame 1, slow startup but dashing grab | ||
|description5= | |||
* B grabs on frame 1. | * B grabs on frame 1. | ||
* D is a running grab that scoops up rolling opponents or those who have been conditioned to block your frametraps. | * D is a running grab that scoops up rolling opponents or those who have been conditioned to block your frametraps. | ||
* Without the follow-up you get a safejump midscreen (requires a microstep). | * Without the follow-up you get a safejump midscreen (requires a microstep). | ||
* The follow-up adds 40 dmg, but only retains the safejump in the corner. | * The follow-up adds 40 or 50 dmg, but only retains the safejump in the corner. | ||
* EX version is NOT a grab, making it useful for juggle enders. Takes the opponent all the way to the corner so you should always do the follow-up. It's also Maxima's go-to for punishing things from afar. | * EX version is NOT a grab, making it useful for juggle enders. Takes the opponent all the way to the corner so you should always do the follow-up. It's also Maxima's go-to for punishing things from afar. | ||
Short range for a KoF command grab, but it gives about a year or two of oki or can just deal a fat 140 damage in the corner. Great move to mix in during your pressure. | |||
}} | }} | ||
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* Maxima's new forward charge. Safe if spaced right (ie. when canceled from CD/2C/2D), but you should be extra careful vs grapplers. | * Maxima's new forward charge. Safe if spaced right (ie. when canceled from CD/2C/2D), but you should be extra careful vs grapplers. | ||
* Generally inferior to Vapor Cannon, but its forward movement keeps you safe from the roll-through punishers those are susceptible to. | * Generally inferior to Vapor Cannon, but its forward movement keeps you safe from the roll-through punishers those are susceptible to. | ||
* C version has upper body autoguard during its very slow wind-up. It also looks very similar to the 624D running grab, while being much harder to jump. | * These can be used after knockdowns to move forward and build meter at the same time. | ||
* EX version has both speed and autoguard, is much safer and causes hard knockdown. | * A version is quick but easier to punish. Causes a soft knockdown. | ||
* C version has upper body autoguard during its very slow wind-up. This version recovers faster, being even plus if spaced right. It also looks very similar to the 624D running grab, while being much harder to jump. Causes a hard knockdown. | |||
* EX version has both speed and autoguard, is much safer and causes hard knockdown. It also does a whopping 180 damage. | |||
C version is very important in corner juggles. Late hit can juggle into 236A, and if you miss that 623K will almost always hit. | |||
}} | }} | ||
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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= Use after 214P to traumatize the opponent | |||
|input=236236A/C/AC | |input=236236A/C/AC | ||
|description2= | |description2= | ||
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|description2= | |description2= | ||
* Laser beam that beats projectiles (including supers of the same level). | * Laser beam that beats projectiles (including supers of the same level). | ||
* Can't be jumped or rolled through, so the opponent is forced to take the chip | * Can't be jumped or rolled through, so the opponent is forced to take the chip damage. | ||
* EX has full invincibility. | * EX has full invincibility. | ||
Very good to just throw out vs opponents who likes to jump around or throw out special moves from far away. Some characters also have a really hard time punishing it. | Very good to just throw out vs opponents who likes to jump around or throw out special moves from far away. Some characters also have a really hard time punishing it. | ||
This super scales itself with its own hits, ending with 20% scaling for the normal versions and 25% for the MAX version. This causes shorter combos into climax to do significantly less damage. | |||
}} | }} | ||
Revision as of 09:28, 4 February 2023
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 true juggernaut. Infamous for his devilish close-range game, Maxima excels at winning neutral and then dragging the opponent into an overwhelming midscreen offensive game. To help with this, Maxima has several great midscreen options, and decent answers to fireballs that range from low to high reward. Vapor Cannon makes for a fantastic, largely active, safe poke that leads to a hard knockdown and high damage on hit, and potentially the game itself on counterhit. However, Maxima's main downside comes in his speed. Maxima's walkspeed is slow, his runspeed is slow, and his moves all come out slow. This makes his Abare a bit riskier than other chars, and changes his playstyle quite a bit compared to the average KoF character. Master this, and you will be rewarded with big damage and incredible mixups.
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 > P Super.
- Max damage for 50% bar: (any normal) > 3C > 214AC > microstep > 3C > 214C = 355 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 = 387 + corner safejump for 1 meter.
0 Meter |
2B, 2A, 2A, 236A |
( = dmg |
1 Meter |
Close (1 hit), 3C, 214A, 236236A/C |
( = dmg |
2 Meters |
5B, 3C, 214A, 236236AC |
( = 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 |
---|