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The King of Fighters XIII/Maxima

1,319 bytes added, 17:00, 28 December 2019
Removed protection from "Maxima (XIII)"
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[[Image:MaximaXIII.jpg]][[Image:spacer.gif]] [[Image:Maxima_sprite.gif]]
[[Image:Maximaxiiimoves.png]] :[ Maxima's Move List Video] {| border="1" align="rightcenter" style="font-size:90%"
= Quick Combo Reference =
=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.
Maxima Master Class part 2
'''Maxima Hit Boxes'''
=Links & References=

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