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The King of Fighters XIII/Maxima

916 bytes added, 06:25, 8 April 2012
Mid Range
However, you can also be a bit more defensive. This is also the range where people like to hop or throw out some of their forward moving specials. Maxima can be an impregnable wall; standing stock still while deflecting off any attacks. Opponents that full jump could meet a st.A anti-air or a d.A stop gap between their ground pressure. Not only that, far C guard point will stop air attacks and d.C will stop pressure a little bit. You don't want to rely on d.C to stop lows. Blocking is usually the best answer, but at this range, most lows are nothing to worry about. You want to be reactive, looking to answer moves with the best possible solution. Knowing when to do df+C or when to use your guardpoint to defend yourself will define if you're a competent defensive Maxima.
Be sure to remember that at any time, you can cancel those guardpoints into something else. A st.C guardpoint could turn into a D version Maxima press, something an opponent won't know how to respond to in this situation. If you find you've knocked people out of the air or are at the proper spacing, throw out his sweep. It's very long range and allows you to trip people up on their wake up or as they're falling from a reset. It gives you that ample amount of time to get in. His sweep is a great, yet slow poke. Don't use it unless you're guaranteed they can't hop over it for a punish (like if they're already standing up). Although a bit scrubby, you can try to get your opponent to press some buttons and respond with an EX move. EX Vapor Cannon has some pretty far range and it allows you the opportunity to wire damage for big offensive gains. The EX Maxima Press is very fast and opponents that aren't blocking at the right time or try to respond will often get snatched up. Some aren't even ready for the punish so it's important to get in a st.C so that it might beat out their delayed response or you guardpoint it in time.
===Close Range===
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