Changes

Jump to navigation Jump to search

The King of Fighters XIII/Maxima

2,068 bytes added, 17:00, 28 December 2019
m
Removed protection from "Maxima (XIII)"
| __TOC__
|}
[[Image:MaximaXIII.jpg]][[Image:spacer.gif]] [[Image:Maxima_sprite.gif]]
[[Image:Maximaxiiimoves.png]] :[http://www.youtube.com/watch?v=yEAThXFjJTM Maxima's Move List Video] {| border="1" align="rightcenter" style="font-size:90%"
|+
= Quick Combo Reference =
|-
|}
 
[[Image:Maximaxiiimoves.png]]
=Console Changes=
'''d. C:''' 100 damage, cancel-able, hits mid: SAFE! Maxima chops at the knees of an opponent, looking like an umpire in a baseball game. This move is the only move Maxima has that guardpoints from crouching. It's very slow start-up and guardpoints one hit. By itself, it can cancel into everything and has a pretty decent amount of range. It can even hit a little behind Maxima and its guardpoint hit box covers behind him as well. This makes it a very useful anti-air against predictable jumps. Aside from being special and super cancellable, it's also whiff cancellable. You can immediately cancel this into vapor cannon or even a command normal like df+C. You can make people afraid to get in or twitch by using moves that whiff cancel. This is also faster start up for that strategy than st.CD.At a certain height after GPing a jump, Maxima will either hit someone in the air or hit them in the recovery of their jump. This can turn an anti-air situation into an HD combo so make use of it, but do not abuse it.
'''*NEW*''' d.C has a unique glitch where at a certain frames after performing guardpoint where Maxima has "super armor". He will take hits, but his d.C animation will continue uninterrupted. It is theorized because the game assumes Maxima hit the opponent or Maxima actually hits the opponent at the same moment he was hit that the game glitches and does this. During this moment, he cannot be thrown and can cancel d.C as normal, providing a scary defensive option.
'''d. D:''' 100 damage, hits low: Maxima swings his long leg out to sweep his opponent. Although this is indeed just a sweep, there's something to note about it. Its range is quite long and it does 100 damage. Timing a sweep the moment someone lands after an anti-air or when they wake up makes it difficult for them to recover as well as something they have to deal with. The range makes it so you can do it from a long distance as well. Use it for just those reasons or in simple traps like when you're pressuring someone. Although it's telegraphed for being slow, properly timing it and hitting people is very rewarding!
=Command Moves=
'''M9 Missile = (df+C)''' 80 damage, cancel-able, hits mid: Maxima ducks down and thrusts his fist up towards the air. It's a bit awkward because it hits at a diagonal angle, but if it hits or becomes blocked, you can cancel it into any special. You can use this as an anti-air as well on full jump players. If you manage to hit someone and you can react to it, a M-14 19 Blitz Cannon (DP+K) will hit catch for almost 200 damage! In combos, this is usually used to tag extra damage and hits in, but in midscreen, it's hard to connect all the hits if the opponent is too far away or they're crouching to begin with. Be mindful of your spacing when you use this in combos or just go for 2-hit chains. Recovers fast, but terrible to whiff this all the same.
=Special Moves=
'''No Stock, No Drive Gauge -'''
d.B, d.A, hcb+B~qcb+P = 168 dmg Crossup j.C, d.B, d.A, df+C, qcb+P -->A = 228 dmg
Crossup j.C, d.A, df.+C, qcb+P/hcb+B.~qcb+P -->= 271 dmg
'''2 Stock, No Drive Gauge -'''
st. B to(link), qcf(x2)+AC = '''362 dmg''' Hyperhop/hop C, Ex air.qcb+PAC, Ex qcb+P AC (wires), df.+C, dp+K= 446 dmg
qcb+P (counter), hcbx2+P NM
'''Corner only''':
hop.C, qcfair qcb+AC, st.D, df+C, qcb+AC, df+C (the other way), dp+K= 553 dmg 
Maxima only has three special moves (if you count Air Vapor Cannon, he has four). The cool thing is he does massive damage and his limit is his stocks (the more he has the more creative the combos can get). df.C has pretty good horizontal range as well.
 
 
'''Frame Traps'''
 
*"(n) frame gap" = The amount of frames that opponent has to counter a frame trap.
 
1.) st. B > st. A - 4 frame gap between st. B, and st. A. St. A whiffs on crouching opponents.
 
2.) st. B > cr. A - 4 frame gap between st. B, and cr. A.
You want to keep them from jumping out or into you. Poking with st.A is great, but a predictable jump can get stuffed and punished for 20% with a well timed df+C. Remember, df+C can be a great poke since up close you can cancel it into vapor cannon. It's actually more ideal because opponents won't have the opportunity to guard roll on the df+C into vapor cannon like they would if you started a guard string.
Once you string a hit in, keep on your opponents. Some of the most amount of damage will come from poking, but a decent 4 hit combo here and there can lead to more meter and more damage. After a vapor cannon, you can always run forward a bit and hop forward to perform a safe jump. Vapor cannon causes a longer period where the opponent is knocked down like Iori's Maiden Masher. Use that to keep up your offensive and make a mistake on wake up. Mix in a low B here and there. It's your only combo-able low, but it's also a fairly good poke if timed into a d.A which would mean more damage.
Once you've conditioned them to block, you can do all kinds of setups to get into a command grab. You can poke them with d.A, run up, and command grab them. You can jump up into a jump CD a few times, hop and do nothing, land and command throw. You can also cancel any of your close normals into D command grab without running up. This is also beneficial because you can cancel your block strings on the fly to just get in. Apply basic grappler footsies with your opponent to get them into your arms. Especially if they're not respecting YOU when you're knocked down. If you're knocked down and they're trying to poke you, grab them or use your EX DP to guard point any meaty pokes.
'''Cornered Opponent'''
When you have someone in the corner, Maxima has a great deal of potential. With full HD, he can do a full combo without spacing or the positioning of an opponent being a factor. Also, in the corner, you can hop in with an EX Vapor Cannon. Two things could happen in this situation. They could not be blocking, tried to DP/reversal, and your guardpoint will eat it or they blocked it. That's great on both ends. If you hit someone with your EX vapor cannon, that's a free HD activation right there or any full combo for big damage.Keep in mind though that they can guard cancel roll through it and get out. It's
Other than that, you can keep pressuring your opponent with d.A's into tick throw or Vapor cannon. Keep at them, forcing them to block your safe pressure and you'll eventually make them crack into doing something. That something you should be aware and looking out for. Remember that as Maxima, his blockstring at the df+C is not safe. Vapor cannon is NOT safe on whiff. If someone rolls through it or guard cancel rolled the move before it, you're going to eat anything they throw at you.
Use of hop CD to get in as well as mixing in high lows with d.B from hop C or jump D will give you an opportunity to get in a quick combo. Remember, any of your combos are damaging even without meter. Without meter, you might need to rely on aggressively trying to grab someone, either from a blockstring or by tricking them into blocking instead of avoiding it.
If you feel like you're safer from a distance, one of the best ways to gain stock meter is whiffing his B command grab. You can keep spamming it from a distance till you get stock. You can even do it when you score a knockdown in the corner. Just quickly do it and go right back into pressure. Some would rather wait for your opponent, you can cover plenty of space using your normals like using df+C or st.A as an anti-air, using st.C or far st.C to eat projectiles, or hop CD to cover air space in trading. Hopping back and forth with j.CD sets up opportunities for people to run, jump, or mistakenly attack their way into that big hitbox. On counter hit, in the corner, you can chain df+C up to 3 times and finish off with M19 Blitz Cannon for a lot of damage.
===With 1+ Meter/No Drive===
===Best Team Position?===
I believe Maxima benefits greatly from having stock. His best position on the team as a solid defensive character as well as pure game-changing element would be last. He can flip your head over with a 3 bar HD combo and come at your last character with 50% of their life missing in the first few hits for 1 bar. He makes use of bar much more than stock and that makes him very versatile for meter management.
On the flipside, I also feel he does not gain that much drive meter and atleast 50% is useful for doing large amounts of damage. I'd feel comfortable being second Second on the team is a viable option because you'll atleast have some drive set up to get in there for some heavy amounts of damage. He's also got very good defensive normals and guardpoint in most of them so utilizing that as your anchor or your second would be very frustrating for your opponent as they have meter they might have wasted or lost because of your strong defenses.
==Character Matchups==
Maxima Master Class part 2
{{#ev:youtube|Iqno2iDhaIc}}
 
 
'''Maxima Hit Boxes'''
 
{{#ev:youtube|Qa7Gdf1gOOA}}
=Links & References=

Navigation menu