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The King of Fighters XIII/Maxima

15 bytes removed, 17:45, 16 March 2013
no edit summary
So, in order to fully understand Maxima's guardpoint mechanic, I made it a separate needs its own section. Guardpoint is caused when someone attacks a person with a guardpoint move as they do said move. The start-up of the move is slowed, but the person who is being attacked takes no damage until the animation is complete. One might think of "Super Armor" in other fighting games, but the key differences are the following:
Now, for Maxima, he has 6 normal moves with guardpoint. Those are st.C and st.D (Close), st.C and st. D (far), d.C, and CD (Blowback). His C vapor cannon has guard point on start-up. EX Air Vapor Cannon has 360 degree guardpoint as well as his EX M19 Blitz Cannon (dp+BD). His DM, Double Vapor Cannon, has guardpoint surrounding him during the start-up of his move. Except for his lower body, above and behind him is covered by guardpoint. Learning when and how to use guardpoint is a very important aspect. Although no normal moves guardpoint lows, EX Air Vapor cannon nd and EX M19 blitz cannon Blitz Cannon will absorb low hits for big damage. Far D and close D can guardpoint mid area moves like fat fireballs. Far D can guardpoint multi-hit moves like Joe's Screw Upper or Ash's Thermidor as well as C Vapor Cannon. st.C (Far or Close) can stop jump-ins and can hit confirm into DMs. Down C is a very good guardpoint tool for low to the ground moves like Terry's Power Wave. It's also so low to the ground that you can use it as a guardpoint for jump-ins while crouch blocking or confirming on hit from a grounded guardpoint. You can guardpoint attack grabs like Kyo's Kototsuki You (hcb+k)and Leona's V-Slasher, any move that requires a hit. You can't guardpoint grabs like Clark's Super Argentine Backbreaker or Vice's Splash.
===With No Meter/50%-100% Drive===
IHere'll just let you in on the s a little secret. Maxima can't do very much of anything with drive without stock. Gain stock.
===With 1+ Meter/50%-100% Drive===

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