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The King of Fighters XIII/Maxima

1,166 bytes added, 17:00, 28 December 2019
Removed protection from "Maxima (XIII)"
'''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!
'''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+A = 228 dmg Crossup j.C, qcbd.A, df+P/C hcb+B.~qcb+P -->= 271 dmg
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
'''Frame Traps'''
1.*"(n) st. B, stframe gap" = The amount of frames that opponent has to counter a frame trap. A
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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