Difference between revisions of "XV Broken/Maxima"

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* '''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.
* '''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 play the grounded footsie game, which Maxima just happens to excel at.  
* '''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=
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* '''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.
* '''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.  
* '''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 you would expect.
* '''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.
* '''Bad Pressure''': Maxima's lackluster framedata makes it hard to stop his opponent from actually escaping when he's in.
* '''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.
}}
}}


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| '''0 Meter'''
| '''0 Meter'''
|
|
Placeholder<br/>
2B, 2A, 2A, 236A<br/>
Placeholder<br/>
Close C (1 hit), 3C, 214A<br/>
|
|
( =  dmg<br/>
( =  dmg<br/>
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| '''1 Meter'''
| '''1 Meter'''
|
|
Placeholder<br/>
Close (1 hit), 3C, 214A, 236236A/C<br/>
Placeholder<br/>
Close D, 3C, 214AC, 3C, 624BD br/>
|
|
( = dmg<br/>
( = dmg<br/>
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| '''2 Meters'''
| '''2 Meters'''
|
|
Placeholder<br/>
5B, 3C, 214A, 236236AC <br/>
Placeholder<br/>
Close D, 3C, 214A, 236236BD <br/>
|
|
( =  dmg <br/>
( =  dmg <br/>
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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 potential hit behind him
* 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.  
Incredibly useful as it's easy to hitconfirm this into 214AC.  
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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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|moveId=maxima_qcf+cd
|moveId=maxima_qcf+cd
|description=
|description=
*Placeholder
*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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* 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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|captions= Catch them pressing buttons
|captions= Catch them pressing buttons
|description3=
|description3=
* Used for space control and frametraps.  
* 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 in corner blockstrings. It only frametraps into 2A though, which you want to start Max Mode off of.  
* 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 always wallbounces.  
* 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.  
* 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.  
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* EX version has full autoguard and can beat most reversals clean. It's also much safer.  
* 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.
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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* Damaging anti-air grab.
* Damaging anti-air grab.
* Hard knockdown.  
* Hard knockdown.  
* EX version is fully invincible and hits grounded opponents too.  
* 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.
EX version is your ONLY non-super reversal. Better get good at using it.
}}
}}
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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 damange.  
* 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

The King of Fighters XV

OverviewStrategyDataCombosReplays

Maxima is a cyborg remodeled by NESTS. With 80% of his body comprised of machinery, he is equipped with weaponry everywhere.
His fighting ability is far beyond that of any human. As a loyal intellectual full of heart, he also understands K' well.

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Dynamite Drop - Bk.gif / Fd.gif + C.gif

Drop Bomb - Bk.gif / Fd.gif + D.gif

Command Normals

M-9 Maxima Missile (Prototype) - Df.gif + C.gif

Special Moves

M-4 Vapor Cannon - Qcb.gif + A.gif / C.gif (*)

Air M-4 Vapor Cannon - (Mid-air) Qcb.gif + A.gif / C.gif (*)

M-19 Blitz Cannon - Dp.gif + B.gif / D.gif (*)

Maxima Press - Hcb.gif + A.gif / C.gif (*)

Follow-Up, after Maxima Press, Qcb.gif + A.gif / C.gif

Maxima Charge - Qcf.gif + A.gif / C.gif (*)

Super Special Moves

Double Vapor Cannon - Qcf.gif Qcf.gif + A.gif / C.gif (!)

M-24 Atomic Laser - Qcf.gif Qcf.gif + B.gif / D.gif (!)

Climax Super Special Moves

MX-III CIWS Launcher - Qcb.gif Db.gif Qcf.gif + C.gif D.gif

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
  • 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 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.
  • 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.
  • 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

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.

Quick Combo Reference

Notation

0 Meter

2B, 2A, 2A, 236A
Close C (1 hit), 3C, 214A

( = dmg
( = dmg

1 Meter

Close (1 hit), 3C, 214A, 236236A/C
Close D, 3C, 214AC, 3C, 624BD br/>

( = dmg
( = dmg

2 Meters

5B, 3C, 214A, 236236AC
Close D, 3C, 214A, 236236BD

( = dmg
( = dmg

Normals

Far Standing Normals

Far A

stand A
st.A
st.A
XV maxima fa ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 6 4 10 +1 -1 - 30 60
  • Huge anti-air jab.
  • Cancelable, so you can technically get juggles after counter hitting a hop attack.
  • Whiffs on crouchers but recovers quickly. Useful for baiting responses from opponents up close and far away.

Far B

stand B
st.B
st.B
XV maxima fb ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Mid - 7 5 9 +1 -1 - 30 60
  • Maximas longest light attack, and one of his few normals that can outpoke 2Bs (with a few exceptions).
  • Decent panic button if you spot movement just outside of poking range, where it catches the startup of hops while not being duckable. It can however be swept under by many characters.

Far C

stand C
st.C
st.C
XV maxima fc ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Mid special 13 5 22 -6 -8 Upper Body Armor: 4 to 12 (9 frames) 70 120
  • Upper body autoguard.
  • The autoguard activates very fast, making this a good tool for negating projectiles, or even mashing during frametrap strings.

Far D

stand D
st.D
st.D
XV maxima fd ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
90 Mid super 15 5 14 +2 +0 Upper Body Armor: 7 to 14 (8 frames) 70 120
  • Upper body autoguard.
  • 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 A

close A
cl.A
cl.A
XV maxima cla ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 5 4 8 +3 +1 - 30 60
  • Generic close jab. Starts the autocombo.

Close B

close B
cl.B
cl.B
XV maxima clb ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Low command 7 5 13 -3 -5 - 30 60
  • Low that combos into 3C, but requires very close range, best kept for crossups or emptyjumps.

Close C

close C
cl.C
cl.C
XV maxima clc ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 (40+40) Mid command 6 3 (1) 6 16 -1 -3 Upper Body Armor: 3 to 5 (3 frames) 80 (40+40) 120 (60+60)
  • 2 hits.
  • Upper body autoguard

Regular jump-in combos requires that you cancel the first hit to 3C, but after crossups you're close enough for the full two hits into 3C.

Close D

close D
cl.D
cl.D
XV maxima cld ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Mid command 9 6 15 0 -2 Upper Body Armor: 7 to 14 (8 frames) 70 120
  • Slow and with a lot of pushback. Has trouble comboing into 3C after regular jump-ins.
  • 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. Safe on block.

Crouch Normals

Crouch A

crouch A
cr.A
cr.A
XV maxima 2a ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 5 6 7 +2 +0 - 30 60
  • Light confirm. Combos into 236A, but it's tight.

Crouch B

crouch B
cr.B
cr.B
XV maxima 2b ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
15 Low super 7 5 7 +3 +1 - 15 30

Incredibly slow 2B.

  • Low light confirm, but requires for Maxima to be very very close.
  • 624B grab can be linked after.

Crouch C

crouch C
cr.C
cr.C
XV maxima 2c ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid command 13 8 14 -1 -3 Upper Body Armor: 4 to 7 (4 frames) 70 120
  • Upper body autoguard.
  • Situational lower body autoguard - IE: Will autoguard Chris 2D, Leona 2D, and Terry 2D. Will not guardpoint 2B
  • 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

Incredibly useful as it's easy to hitconfirm this into 214AC.

Crouch D

crouch D
cr.D
cr.D
XV maxima 2d ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Low special 11 3 24 SKD (+22) -8 Low Body Armor Frames: 7 to 10 (4 frames) 70 120
  • Extremely long sweep.
  • 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.

Jump Normals

Jump A

jump A
j.A
j.A
XV maxima ja ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop A hop A

40 High special 5 7 1 on ground - - - 30 50

jump A jump A

45 High special 5 10 1 on ground - - - 30 60
  • Cancels into j.214P.
  • 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
j.B
j.B
XV maxima jb ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop B hop B

40 High - 6 10 1 on ground - - - 30 50

jump B jump B

45 High - 6 11 1 on ground - - - 30 60
  • Dedicated air-to-air button, but the only reason to use it over j.A is that its shorter range leaves you closer to the opponent upon landing.
  • 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

Jump C

jump C
j.C
j.C
XV maxima jc ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop C hop C

70 High special 12 8 1 on ground - - - 70 100

jump C jump C

70 High special 12 10 1 on ground - - - 70 120
  • Big fat crossup.
  • Cancels into j.214P.
  • 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.

This is your midscreen okizeme. Establish left/rights with this to open up your 5 way mix (left/right/high/low/command grab).

Jump D

jump D
j.D
j.D
XV maxima jd ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop D hop D

70 High - 13 7 1 on ground - - - 70 100

jump D jump D

70 High - 13 9 1 on ground - - - 70 120
  • Hits very deep and will hit before Maxima lands (making it negative on hit or block)
  • Use as an alternative jump-in option or for jumping backwards to deter grounded opponents from approaching with crouching B.
  • Can cross up on full jump at specific spacings.

Blowback

Blowback

Blowback
CD
CD
XV maxima cd ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
90 Mid special 19 7 23 Wall Splat - HKD(gnd - 70 to 86) -7 Upper Body Armor: 15 to 18 (4 frames) 100 160
  • Upper body autoguard, not during the wind-up but the actual swing part.
  • 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.

ShatterStrike

ShatterStrike
236CD
236CD
XV maxima 236cd ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid - 15 6 27 Crumple - HKD (93) -10 Armor: 4 to 14 (11 frames) 0 200
  • 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)-

jump CD

jump CD
j.CD
j.CD
XV maxima jcd ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop CD hop CD

80 Mid - 15 6 1 on ground SKD - - 80 120

jump CD jump CD

90 Mid - 15 6 1 on ground SKD - - 80 140
  • Maxima's biggest jump normal along with j.A. Great move.
  • 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.
  • Great for punishing fireballs you otherwise wouldn't be able to.

Rush Moves

rush
cl.AA/c.AAX
cl.AA/c.AAX
XV maxima rush1 ima.png
XV maxima rush2 ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

cl.AA cl.AA

48 (25+25) Mid - 8 - - -7 -9 - 30 120 (60+60)

cl.AAX cl.AAX

70 (25+25+25) Mid - 9 - - -6 -8 - 30 120 (60+60+60)
  • Placeholder

Throws

Dynamite Drop

Dynamite Drop
(close) 4/6C
(close) 4/6C
XV maxima cthrow ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 N/A - 1 1 0 - - - - -
  • Hard knockdown for a safejump in the corner (whiff 5B into full jump).

Drop Bomb

Drop Bomb
(close) 4/6D
(close) 4/6D
XV maxima dthrow ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 N/A - 1 1 0 - - - - -
  • Hard knockdown. Step forward a bit and press 5D and its autoguard will beat 2A/2B mash as well as most reversals (moves in the 4-5 frame range), and then you can hitconfirm into Atomic Laser super.

Command Moves

M-9 Maxima Missile (Prototype)

M-9 Maxima Missile (Prototype)
3C
3C
XV maxima 3c ima.png
You DARE jump in on Maxima?
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
60 Mid special 9 6 22 -5 -9 - 60 100

Despicable anti-air that leads to big damage even if it trades.

  • Cancelable anti-air that leads to big combos.
  • 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.
  • Decent horizontal range to use as an anti-air AND as a counter poke.
  • 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.

Special Moves

M-4 Vapor Cannon

M-4 Vapor Cannon
214A/C/AC
214A/C/AC
XV maxima 214a ima.png
Catch them pressing buttons
XV maxima 214ac ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

120 Mid super 19 7 24 HKD (+68) -3 - 80 160

C C

140 Mid super 29 7 17 HKD (+68) +4 - 120 160

AC AC

117 (70+50) Mid - 15 8 (8) 4 46 Juggle - HKD (+87 to 97) -33 - 0 -
  • Used for space control, frametraps, and pressure.
  • Hard knockdown.
  • Wallbounces on Counter Hit.
  • 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.
  • 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.

Everything about this move is very hard to punish.

Air M-4 Vapor Cannon

Air M-4 Vapor Cannon
j.214A/C/AC
j.214A/C/AC
XV maxima j214a ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

110 High - 11 7 13 on ground HKD (+28) -17 (Lowest Height) to -25 (Highest Height) - 100 120

C C

110 High - 11 7 13 on ground HKD (+28) -17 (Lowest Height) to -25 (Highest Height) - 120 100

AC AC

160 High - 11 10 8 on ground HKD (+36) -9 (Lowest Height) to -16 (Highest Height) Full Body Armor: 1 to 20 (20 frames) 0 140
  • 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.
  • Hard knockdown
  • EX version has full autoguard and can beat most reversals clean. It's also much safer.
  • 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.
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.

M-19 Blitz Cannon

M-19 Blitz Cannon
623B/D/BD
623B/D/BD
XV maxima 623b ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

150 N/A - 6 13 49 (21 on ground) HKD (+21) - - 0 0

D D

150 N/A - 6 13 49 (21 on ground) HKD (+21) - - 0 0

BD BD

192 (50+150) Mid - 6 15 52 (21 on ground) HKD (+20) -49 Full Body: 1 to 7 (7 Frames) / Full Body Armor: 1 to 7 (7 frames) 0 0
  • Damaging anti-air grab.
  • Hard knockdown.
  • 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
624B/D/BC, 214A/C
624B/D/BC, 214A/C
XV maxima 63214b ima.png
Frame 1
XV maxima 63214d ima.png
slow startup but dashing grab
XV maxima 63214bd ima.png
XV maxima 214ac ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

120 - - 1 1 38 HKD (+44) Unblockable - 0 0

D D

120 - - 26 19 28 HKD (+44) Unblockable - 0 0

BD BD

142 (0+150) Mid - 9 16 24 HKD (+44) -21 (Close Range) to -7 (Max Range) - 0 0
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

Follow-up Follow-up

40 - - - - - HKD (+37) - - 0 0
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

Follow-up Follow-up

50 - - - - - HKD (+?) - - 0 0
  • 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.
  • Without the follow-up you get a safejump midscreen (requires a microstep).
  • 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.

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.

Maxima Charge

Maxima Charge
236A/C/AC
236A/C/AC
XV maxima 236a ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

100 Mid super 11 9 23 SKD (+26) -9 (Close Range) to -1 (Max Range) - 60 100

C C

120 Mid super 25 9 15 HKD (+26) -7 (Close Range) to 1 (Max Range) Armor: 11 to 24 (14 frames) 60 150

AC AC

180 Mid - 15 9 20 HKD (+65) -6 (Close Range) to 2 (Max Range) Armor: 6 to 16 (11 frames) 0 120
  • 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.
  • These can be used after knockdowns to move forward and build meter at the same time.
  • 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.

Super Special Moves

Double Vapor Cannon

Double Vapor Cannon
236236A/C/AC
236236A/C/AC
XV maxima 236236p ima.png
Use after 214P to traumatize the opponent
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
220 Mid advanced, climax 12 2 46 HKD (+46) -17 Full Body: 1 to 13 (13 Frames) 0 0
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
380 (80+100+200) Mid climax 13 9 (7) 4 (31) 4 43 HKD (+34) -28 Full Body: 1 to 17 (17 Frames) 0 0
  • Has a combination of upper body invinciblity & autoguard on frame 1.
  • Lots of pushback on block makes it tricky to punish, but can be rolled through after seeing the flash.
  • Preferred combo ender, but doesn't always connect.

A/C version is good for anti-airing hops or blowing through frametraps, as it also gets +50 damage on counter hit.

M-24 Atomic Laser

M-24 Atomic Laser
236236B/D/BD
236236B/D/BD
XV maxima 236236k ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
196 (30*8) Mid advanced, climax 10 64 63 HKD (+27) -48 (Close Range) to -34 (Max Range) Full Body: 1 to 3 (3 Frames) 0 0
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
347 (30*14) Mid climax 10 67 46 HKD (+45) -30 Full Body: 1 to 9 (9 Frames) 0 0
  • 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 damage.
  • 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. 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.

Climax

MX-III CIWS Launcher

MX-III CIWS Launcher
2141236CD
2141236CD
XV maxima 2141236cd ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
469 (100+33*6+171) Min:290 Mid - 12 17 70 HKD (+42) -68 (Close Range) to -59 (Max Range) Full Strike: 1 to 21 (21 Frames) 0 0
  • Travels full screen.
  • Has startup invincibility, but not during the travel.

Misc

Videos

Maxima Reveal Trailer
The King of Fighters XV

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The King of Fighters XV
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