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

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(1 meter)
(0 meter)
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* cl. B, df + C, HCB + B, QCB + A/C = (211 dmg)
+
* 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.
 
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)
+
* 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.
 
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)
  
 
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.
 
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.

Revision as of 17:01, 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