Difference between revisions of "The King of Fighters XIV/Maxima"

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(1 meter)
(0 meter)
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* A, df + C, QCB + A (200 dmg)
 
* A, df + C, QCB + A (200 dmg)
  
Less range dependent than the previous combo.  Also puts the opponent into a hard knockdown state.
+
Less range dependent than the previous combo.  Be aware though that the df + C will whiff at distances of about 75% of a character and above.  Also puts the opponent into a hard knockdown state.
  
 
* cr. C, QCB + A (174 dmg)
 
* cr. C, QCB + A (174 dmg)

Revision as of 16:59, 24 August 2016

Charaimg maxima.png

Movelist

(*) = EX OK

(!) = MAX OK

Throws

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

Drop Bomb - close 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 - in air, Qcb.gif + A.gif / C.gif *

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

Maxima Press - Hcb.gif + B.gif / D.gif *

Maxima Press (Follow-Up) - Qcb.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 Desperation Move

MX-III CIWS Launcher - Hcb.gif Hcb.gif + A.gif C.gif

Quick Combo Reference

Quick Combo Reference

Notation Key (place notation here)

0 Meter

Anywhere
Low, Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) = 231 dmg

1 Meter

Corner
Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) dmg

2 Meters Anywhere (Combo 1) = (damage number here) dmg

Gameplay Overview

Standing

  • st. A
  • st. B
  • st. C
  • st. D

Close

  • cl. A
  • cl. B
  • cl. C
  • cl. D

Crouching

  • cr. A
  • cr. B
  • cr. C
  • cr. D

Jumping

  • j. A
  • j. B
  • j. C
  • j. D

Blowback

  • st. CD
  • j. CD

Throws

Dynamite Drop - (b/f+C) close

  • (description)
  • Can be broken
  • (soft or hard knockdown)

Drop Bomb - (b/f+C) close

  • (description)
  • Can be broken
  • (soft or hard knockdown)

Command Moves

M-9 Maxima Missile (Prototype) - (df + C)

Special Moves

M-4 Vapor Cannon - (qcb + A/C)

Air M-4 Vapor Cannon in air (qcb + A/C)

M-19 Blitz Cannon (dp + B/D)

Maxima Press hcb + B/D

Maxima Press (follow up) (qcb + A/C)

Super Special Moves

Double Vapor Cannon - (qcf, qcf + A/C) EX

M-24 Atomic Laser - EX

Climax Super Special Moves

MX-III CIWS Launcher - (hcb, hcb + AC)

Combos

  • (any special information about the character combos if needed)

Notation

Rush Auto Combo

Meterless: description here

1 Meter: description here

EX: description here

0 meter

  • cl. B, df + C, HCB + B, QCB + A/C = (211 dmg)

Good combo versus downed opponents without a wakeup. The close B hits low despite being a standing attack. On success, the combo pushes the opponent to the corner into a hard knockdown state. If the combo gets blocked, I recommend mixing up between doing nothing, QCB + A, and QCB + C based on how you think the opponent will respond.

  • A, df + C, QCB + A (200 dmg)

Less range dependent than the previous combo. Be aware though that the df + C will whiff at distances of about 75% of a character and above. Also puts the opponent into a hard knockdown state.

  • cr. C, QCB + A (174 dmg)

An important combo for getting in since cr. C has one guard point for Maxima; that means he can take one hit without being interrupted. Use this against predictable pokes to help get in close and personal with Maxima.

1 meter

  • cl. B, df + C, HCB + B xx QCFQCF + A/C = (339 dmg)

Same concepts as the previous combo except it ends with a super. Also leaves the opponent in a hard knockdown state, leaving them in the corner to guess again on wakeup.

  • A, df + C, QCB + A (200 dmg)

Again, the df + C may whiff if you're too far away, so be mindful of that.

  • QCF + A, QCF + A (215 dmg)

The first QCF doesn't do anything, it's just a method to buffer the super motion. Maxima's A has a max range of about one character away, so use this to punish at that distance.

  • cr. C, QCB + A xx QCFQCF + A/C (354 dmg)

If you are at a distance of one character or greater when you do the combo, the super will miss. However, remember that cr. C has one point of guard, so again use this to help get in versus pokes.

2 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

3 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

4 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

5 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

Misc

Videos

External Links

Discussion Threads

Discuss at [add character section link here Dream Cancel]


The King of Fighters XIV
General

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

Characters

AliceAndy BogardAngelAntonovAthena AsamiyaBandeiras HattoriBenimaruBilly KaneBlue MaryChang KoehanChin GentsaiChoi BoungeClarkGang-IlGeese HowardGoro DaimonHeidernHeinIori YagamiJoe HigashiK'Kim KaphwanKing of DinosaursKingKukriKula DiamondKyo KusanagiLeona HeidernLove HeartLuongMai ShiranuiMatureMaximaMeitenkunMianMui MuiNajdNakoruruNelsonOswaldRalf JonesRamonRobert GarciaRock HowardRyo SakazakiShun'eiSie KensouSylvie Paula PaulaTerry BogardTung Fu RueVanessaVerseViceWhipXanaduYamazakiYuri SakazakiZarina