Difference between revisions of "The King of Fighters 2002 UM/Maxima"

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(Special Moves)
(Special Moves)
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┗'''Centoun Press: System 3''' - (f+B/D)
 
┗'''Centoun Press: System 3''' - (f+B/D)
 
*After Maxima hovers forward he flips forward to crush the opponent afterward, the follow-up attack after System 3: Maxima Lift does additional along with the first part, if you manage to pull off the first part successfully always end the combo with this unless you have some kind of back-up plan, if you do the input too early Maxima will flip forward and hit the ground before the opponent does which will leave if open long enough to be punished.
 
*After Maxima hovers forward he flips forward to crush the opponent afterward, the follow-up attack after System 3: Maxima Lift does additional along with the first part, if you manage to pull off the first part successfully always end the combo with this unless you have some kind of back-up plan, if you do the input too early Maxima will flip forward and hit the ground before the opponent does which will leave if open long enough to be punished.
*Combos from: System 3: Maxima Lift (hcf+K)
+
*Combos from: System 3: Maxima Lift (hcf+B/D)
  
 
== Desperation Moves ==
 
== Desperation Moves ==

Revision as of 14:57, 8 December 2010

Maxima.jpg

Introduction

Normals

Close

  • cl. A/B/C/D are cancel-able.
  • Close A chains into other light normals.
  • Close C does two hits, it also the combo starter of choice because of it's hit-stun, links into all of his command normals after the first hit.
  • Close D can also start combos but has a slower start-up than Close C.


Standing

  • Stand A whiffs on crouch opponents.
  • All of his Stand normals are not cancel-able.
  • Stand A may look cancel-able but it just has a very quick recovery time.
  • Stand B/C/D can used as pokes but you have to space them well.


Crouching

  • cr.A/B/C are whiff/cancel-able.
  • Crouch A is chain-able.
  • Crouch B hits low.
  • Crouch C can be used to start combos from a crouch attack.
  • Crouch D is fast and sweeps the opponent onto the ground.


Jumping

  • Jump-in B/C/D all cross up.
  • Jump-in C has a very large hitbox making it difficult to counter, meaty attack.
  • Neutral jump C does a lot of hit-stun and can start combos.
  • Jump A is an instant overhead (hh.A).


Blowback Attack

  • CD goes far and can attacks be used to close the gap for a whiff cancel special attack, cancel-able/whiff cancel-able are soon as his arms are near his waist.
  • JCD is powerful but has very short range, meaty attack if used correctly.

Throws

Dynamite Headbutt - (b/f+C) close

  • Maxima grabs the opponent then dropkicks them away.
  • Can be broken
  • Regular knockdown


Choking Vice - (b/f+D) close

  • Maxima grabs the opponent then breaks their neck making them collapse to the ground, stand normals and Mongolian can be used as follow-up attacks if timed right.
  • Can be broken
  • Reverse knockdown
  • Combos into: Stand Normals, Mongolian (f+A)

Command Moves

Mongolian - (f+A)

  • Maxima steps forward to hit the opponent on the head with his arms, slow start-up and the recovery isn't much better either, works very well after strong normals and can be used to start or link moves together, when used alone it's an overhead attack but isn't cancel-able by itself, raw hit alone it can be super canceled into his Maxima Revenger (hcbx2+K), it can cancel in special attacks but it requires you to Max Mode bypass Mongolian on hit first, if you are familiar with Max Mode bypass this will allow Maxima to combo this command normal into his Viper M4 Kata Cannon (qcb+P), M11 Kata Dangerous Arch (hcf+K), and his System 1-2: Maxima Scramble (qcf+P) rekkas.
  • Overhead Attack
  • Free Cancel-able but only if you cancel into it first
  • Super Cancel-able on Hit
  • Combos from: Choking Vice (b/f+D), Stand/Crouch C
  • Combos into: (Max Mode Bypass only) Viper M4 Kata Cannon (qcb+P), M11 Kata Dangerous Arch (hcf+K), System 1-2: Maxima Scramble (qcf+P) rekkas


M9 Kata Maxima Missile (Shisaku) - (df+C)

  • Maxima thrusts his right arm into the air hitting the opponent once, a great anti-air poke with a myriad of uses, off of raw hit on a grounded opponent it doesn't have that many uses and is more likely to put Maxima in range to be easily punished because of the chance that you'll whiff, and on a crouching opponent you'll completely whiff so that's never an option, now in terms of good use it's an anti-air poke, when used on a airborne opponent you have a couple options to continue with, if done mid range you can follow-up with his M4 Missle Cannon (dp+A) or his M19 Kata Blitz Cannon (dp+K) but it requires you to do his GCAB (Guard Cancel Roll), however if you score a counter-hit you may be able to look past using the GCAB, both of his dp attacks work on a cornered jumping opponent, he can also combo into his Viper M4 Kata Cannon (qcb+P).
  • Anti-air poke
  • Free Cancel-able
  • Combos from: Stand/Crouch C
  • Combos into: (CH/GCAB/Corner) M4 Missle Cannon (dp+A), M19 Kata Blitz Cannon (dp+K), Viper M4 Kata Cannon (qcb+P)

Special Moves

Viper M4 Kata Cannon - (qcb+A/C)

  • Maxima thrusts his left arm forward hitting the opponent in the chest and knocking them away, a fast, quick, and powerful move with a whole lot of priority, does a hard knockdown on hit, destroys projectiles if this move is timed right, can be used to keep the opponent at bay or at a certain distance because it goes that far, combos from regular Stand/Crouch C and Mongolian when combo'd into, it has counte-wire properties on counter hit, to elaborate if you score a counter hit it will send the opponent flying to the corner and make them bounce off in a triangle like formation, after the counter hit you can use M9 Kata Maxima Missile (Shisaku) (df+C) to Viper M4 Kata Cannon (dp+P), Viper M4 Kata Cannon again to land another hit to finish the combo up.
  • Nullifies Projectiles
  • Hard Knockdown
  • Counter Wire Properties on Counter Hit
  • Combos from: Stand C/D, Crouch C, Mongolian (f+A) when combo'd into, and M9 Kata Maxima Missile (Shisaku) (df+C)
  • Combos into: (CW) Viper M4 Kata Cannon (qcb+A/C)


M4 Missle Cannon - (dp+A/C)

  • Maxima thrusts his right arm into the air with steam coming out hitting the opponent once, an awesome anti-air poke that's great for stuffing any kind of jump-in/meaty attack the opponents tries to throw out, on it's own it's unsafe to use because the recovery makes it stay out for a little too long, it can be combo'd into from M9 Kata Maxima Missile (Shisaku) (df+C) if you ever manage to land a hit while on the ground, during a counter this move juggles the opponent on hit, which is when you can use M4 Missle Cannon (dp+P) or Viper M4 Kata Cannon (qcb+P) to finish the combo up.
  • Anti-Air Attack
  • Juggles on Counter Hit
  • Combos from: (Anti-Air) M9 Kata Maxima Missile (Shisaku) (df+C)
  • Combos into: (CH) M4 Missle Cannon (dp+P), Viper M4 Kata Cannon (qcb+P)


M11 Kata Dangerous Arch - (hcf+B/D) close

  • Maxima grabs the opponent then bear hugs them then slams them onto the ground, the only move in his move set that doesn't require any kind of technical set-up, it's best that you try to combo into it when you want to use it because if you miss the whiff animation lasts long enough for you to get hurt afterward, combos from his stand C/D normal, M9 Kata Maxima Missile (Shisaku) (df+C), and Mongolian (f+A) but only if you Max Bypass into it.
  • Command grab properties
  • Combos from: Stand C/D, Crouch C, M9 Kata Maxima Missile (Shisaku) (df+C), (MAXM Bypass only) Mongolian (f+A)


M19 Kata Blitz Cannon - (dp+B/D)

  • Maxima jumps into the air and if he makes contact with the opponent he does a close range Viper M4 Kata Cannon sending them flying towards the ground, another anti-air attack but it requires specific set-ups to be used properly, when used alone I would say it's a waste of time because you're more likely to whiff it and the recovery just isn't worth it, as for comboing into it use his M9 Kata Maxima Missile (Shisaku) (df+C) then GCAB when used mid-range, if manage to corner them you can over look the GCAB.
  • Anti-Air Attack
  • Combos from: (Anti-Air/Corner) M9 Kata Maxima Missile (Shisaku) (df+C)


System 1-2: Maxima Scramble - (qcf+A/C)

Double Bomber System 1-2 - (qcf+A/C)

>┗Bulldogs Press - (qcf+A/C)


System 3: Maxima Lift - (hcb+B/D)

  • Maxima hovers toward the opponent to grab, it's a running grab but the actual of the grab doesn't start until he gets close, can't be combo'd from much of anything so you'll just have to use it on it's own, makes for an okay suprised attack out of nowhere but it's not suggested to just throw it out at random.
  • Running Grab


Centoun Press: System 3 - (f+B/D)

  • After Maxima hovers forward he flips forward to crush the opponent afterward, the follow-up attack after System 3: Maxima Lift does additional along with the first part, if you manage to pull off the first part successfully always end the combo with this unless you have some kind of back-up plan, if you do the input too early Maxima will flip forward and hit the ground before the opponent does which will leave if open long enough to be punished.
  • Combos from: System 3: Maxima Lift (hcf+B/D)

Desperation Moves

Maxima Revenger - hcb, hcb + B/D


Bunker Buster - qcf, hcb + A/C


M2 Kata Maxima Beam - f, hcf + A/C


Super Desperation Moves

Maxima Revenger - hcb, hcb + BD

Archenemy - hcf, hcf+BD

Hidden Super Desperation

End of World charge b ~ f, b, f + A + B + C + D


Combos

GUARD POINT!

Notes

Maxima Damage Chart

Close Normals

cl.A - 6 (9)

cl.B - 9 (11)

cl.C - 9+4 (10+4)

cl.D - 14 (16)


Stand Normals

st.A - 7 (10)

st.B - 10 (12)

st.C - 15 (19)

st.D - 16 (18)

CD - 17 (20)


Crouch Normals

cr.A - 5 (7)

cr.B - 6 (10)

cr.C - 14 (16)

cr.D - 15 (19)


Jump Normals

j.A - 8 (10)

j.B - 10 (12)

j.C - 13 (14)

j.D - 14 (16)

j.CD - 17 (17)


Short Hop Normals

sh.A - 8 (10)

sh.B - 9 (11)

sh.C - 13 (14)

sh.D - 13 (15)


Neutral Jump Normals

nj.A - 8 (10)

nj.B - 10 (12)

nj.C - 14 (16)

nj.D - 14 (16)


Super Jump Normals

sj.CD - 13 (15)


Command Normals

Mongolian (f+A) - 7 (9)

M9 Kata Maxima Missile (Shisaku) (df+C) - 9 (15)


Throws

Dynamite Headbutt/Choking Vice (b/f+C/D) - 10


Special Attacks

M11 Kata Dangerous Arch (hcf+K) - 22


Maxima Lift:Centoun Press (hcb+B/D, f+K) - 10+12


M19 Kata Blitz Cannon (dp+K) - 20 (20)


Viper M4 Kata Cannon (qcb+P)

  • [weak] - 20 (23)
  • [strong] - 21 (25)


M4 Missle Cannon (dp+P)

  • [weak] - 18 (20)
  • [strong] - 30 (32)


System 1-2: Maxima Scramble (qcf+P)

  • [weak] - 6 (7)
  • [strong] - 11 (14)

Double Bomber System 1-2 (qcf+P~qcf+P) - 5+2 (7+2)

Bulldogs Press (qcf+P~qcf+P~qcf+P) - 10


DM's

Bunker Buster (qcf hcb+P) - 19+19 (20+19)


M2 Kata Maxima Beam (f, hcf+P) - 44 (56)


Maxima Revenger (hcbx2+K) - 35


SDM's

Maxima Revenger (hcbx2+K) - 55


HSDM

End of World

  • [Breakdown] - 1*15+10+4+1*13(1*15+10+4+1*13)
  • [31 Hits] - 42 (42)

Changes from OG2k2

Frame Specifics

Frame Advantage

KOF 2002 Maxima Mook

02maxima-mook-data.jpg