Dream Cancel Forum

King of Fighters XIII => Character Discussion => Maxima => Topic started by: nilcam on July 27, 2010, 02:49:53 AM

Title: Maxima (Arcade Version)
Post by: nilcam on July 27, 2010, 02:49:53 AM
(http://i39.tinypic.com/29fcxaa.jpg)

Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

* = EX version possible

Throws
Dynamite Drop - ;bk/ ;fd+ ;c/ ;d

Command Moves
M9 Missile - ;df + ;c

Special Moves
M4 Vapor Cannon - ;dn ;db ;bk + ;a / ;c (ground or air) Has Guard Point properties (more in the ;c) *
EX: Increases priority, Wire damage can be followed up (Air Vapor Cannon has Guard Point)

M19 Blitz Cannon - ;fd ;dn ;df + ;b / ;d *
EX: Has guard point, additional hit frame on his knee

Maxima Press - ;fd ;df ;dn ;db ;bk + ;b/  ;d *
 ∟Press Plus - ;dn ;db ;bk + ;a/  ;c > Super Cancel only
    EX: Fast and hard to jump over, Press Plus can now be Drive and Super Canceled, Instant-grab when near opponent unlike the D version which has a start-up animation.                                                                                                                                    
Desperation moves
Double Vapor Cannon - ;dn ;df ;fd ;dn ;df ;fd+ ;a/ ;c
EX: Faster startup, increases hitcount.

Neomax
Maxima Laser - ;fd ;df ;dn ;db ;bk x2 + ;a ;c


Maxima's Wiki entry (http://dreamcancel.com/wiki/index.php?title=Maxima_(XIII)).

Console changes:
-df.C has better recovery
*No recoil after air vapor canon
*Guard points on normal are now cancellable by specials
*Hit box on the follow up to EX Maxima Press improved. Can now hit from counter CD.
-No bounce back when EX Maxima Press is guarded. He’s now more vulnerable to punishes.

Yamamoto:
df.C can be used effectively as an early (okiwaza) anti-air as the recovery has improved. Also counter df.C and counter j.CD can be followed by EX Maxima Press for extra damage, possible to counter-confirm. Pressuring the opponent by earning precise follow-up damage is the ideal way to play Maxima.
Title: Re: Maxima
Post by: Kane317 on July 27, 2010, 09:52:42 AM
Maxima's Technical Reference
http://www.youtube.com/watch?v=9sBJCsCsBIY#t=3m35s

Quote from: PenPen
Maxima impressions per FightClub.

Normals have changed some. Seems to have a larger range. Autoguard is pretty much the same (far D seems to be longer).
Low A is slower, but has increased range. Low B is a totally new animation, comes out fast. Not sure if can cancel into anything yet.
Far C is slightly faster but has less range. Stays out longer. Close C and low C are the same as before.
Far D is slightly faster than before, and has a longer autoguard. Low D is really fast and reaches farther.
Hop C is like hop A from before with a better range. Good for air to ground, combos easily to close C after doing as jump in. Jump D hits downwards, so you won't get low attack air counters as easily as before.
Standing CD is same as before, jump CD is same as XI.

df+C is his only command move, only good for anti-air, but it hits really high and will miss most crouching opponents.

Lost his qcf+P chain and his hcf+K.
VAPA KANNUN has strong version with autoguard (not sure with weak version), 2k2UM's dp+P VAPA KANNUN is in here as well. Jump qcb+P has him do the VAPA KANNUN diagonally downwards, good to catch dps. The air version will have him do a hop backward afterwards, and if it misses Maxima's screwed. EX VAPA KANNUN wires regardless if it's a counter hit or not.
dp+K flies higher and farther, at times he jumped over the opponent.
hcb+K has a followup qcb+P, light version is a grab move (not a running grab) and can combo. Heavy version has him dashing forward, has some startup time but dashes really fast, can use as anti-air somewhat (like Adel in XI). This is his main move.

DM so far is his qcfx2+P, comes out fast, autoguard on startup, but not really high damage.

Neomax is his KOF: MI chest beam super. Has dramatic pause effect (Pen: He said "lock frame" which means animations are suspended for a second or two?), even if the opponent does a weak attack from afar, or is almost landing from a jump, it'll hit, but damage isn't as high, around 35%.

Notes:
-Maxima Press B is unblockable, it's considered a command grab however when it connects it'll press him against the wall. The whiff animation looks like any command grab.
-Maxima Press D is unblockable but has a slow start up.
-EX Maxima Press is blockable but is fast.
-All of Maxima's ground strong normals, have Guard Point (autoguard); d.D is the only exception.
-Vapor Cannon C will wire if it's a counter, EX Vapor Cannon will counter wire every time.
-d.C empty cancels (I like doing it into df.C for some reason).
-GP'ing takes no tick damage at all.  I once Guard Pointed Joe's entire Screw Upper DM (qcfx2+P)!

Quick notes between these two combos:
--> EX qcb+P (wire), df.C, (df.C), Ex hcb+K -->
vs
--> Ex hcb+K.qcb+P, [DC] Ex qcb+P (wire), df.C, dp+K

Is to use the second one for more damage, but first one if you only have 2 stocks and no Cancels.  Arguably, both combos can be extended but would personally use the first one for SCs and MCs as it uses one less Drive Cancel already.

Maxima only has three special moves (if you count air.vapor cannon he has four).  The cool thing is he does massive damage and his limit is his stocks (the more he has the more creative the combos can get).  df.C has pretty good horizontal range as well.

Combos:
-d.B, d.A, hcb+B.qcb+P -->
-(d.Ax3)/(d.B, d.A, df.C), Ex qcb+P (wires), df.C, (df.C), dp+K /Ex hcb+K.qcb+P -->
-Crossup j.C, d.A, df.C, qcb+P/hcb+B.qcb+P -->
-Crossup j.C, d.A, df.C, Ex hcb+K.qcb+P, [DC] Ex qcb+P, (wire) df.C, dp+K
-Hyperhop/hop C, Ex air.qcb+P, Ex qcb+P (wires), df.C, dp+K

If, --> Ex hcb+K.qcb+P, [DC] qcb+P, [SC] qcfx2+P
If, --> hcb+K.qcb+P, [SC] qcfx2+P
If HD, --> [SC] qcfx2+P, [MC] hcbx2+P NM

-d.B, d.A, df.C, Ex qcb+P (wires), hcbx2+P NM
-qcb+P (counter), hcbx2+P NM
Title: Re: Maxima
Post by: MrZaKaGi on July 31, 2010, 07:41:08 PM
How do you go against Takuma's zoning game?

Due to Maxima's large size, it feels harder to move around the fireballs the same way I could do better with normal sized characters.

crC GP-> C Vapor GP from far doesn't seem lead to anything unless perhaps at around near 1/3 screen range. Yes it hits 2 because if I recall the first GP went through an A fireball then the next one hits a C fireball.

I'm all ears to how to more effectively deal with zoning characters like that.

I constantly aim to combo into the command grab due to the mixup he can get from there, unless it's too far. After reading those combos, it looks like I'm just missing alot of stuff and was being sloppy with exec especially DCing the 2nd part of the command grab into Vapor Cannon (I used C which was too slow).

 
Base on what I've read, here's a few more general questions:
Is it better to put him for 2nd or 3rd person since alot of his good tools are EX moves? Setting up a CH C Cannon/ air CH A Cannon requires good reads imo.

In terms of ground normals... st/crA, crB and crC are good poking tools right? stA and dfC are his most reliable anti air normals I presume?

For air normals.. I'm really not too sure on the application of his normals bar, jump C which is a good crossup tool especially after the command grab w/o the 2nd part. jA is good but I got snuffed out of it by K's jB in an air to air situation even air to ground the K's I played just hop jB'd to aa me out of it. Hopefully it's just bad spacing.

Still an explanation in the application of his normals can be handy.

Thanks for the guide anyway. I am pretty new to Maxima as a character so this is a new experience for me but he looks interesting enough to be a definite 3rd man for my team.

Title: Re: Maxima
Post by: krazykone123 on August 01, 2010, 07:42:10 AM
EDIT: Moved it to the top, thanks.

Maxima looks like an awesome 3rd character
Title: Re: Maxima
Post by: t3h mAsTarOth...! on August 01, 2010, 04:42:30 PM
so far Maxima is currently my favorite character in XIII... with Takuma being second... i switched up Maxima in XI to learn Adelheid... he is pretty awesome in XI ...BUT thanks to his new command throw and new strings he just got SOO much better... thank you SNK...

oh and "someone" on srk "gave me shit" for posting a theory combo with Maxima before anything about him was posted up...

"hop C, s.C *1 hit*, d/f.C, HD, s.C *1 hit*, d/f.C, hcb.B, DC, qcb.A+C, *opp. side switch* d/f.C, hcb.B+D, DC, qcb.A+C, *opp. side switch* d/f.C, hcb.B+D, DC, qcb.A+C *opp. side switch* d/f.C, dp.D..."

...guess i was right!!! :D
Title: Re: Maxima
Post by: Diavle on August 19, 2010, 02:56:57 PM
How is the timing on his Guard Points?

Do you attack in advance and have them hit during a specific frame or is it instant and you can do it right before getting hit (ala parry and JD)?
Title: Re: Maxima
Post by: Ash on August 19, 2010, 06:19:01 PM
You have to do it in advance still, but it seems like his guard point has a bit more frames so it'll happen more often. I remember one match I kept doing dash s.D and it worked like a charm because people weren't used to fighting against it.
Title: Re: Maxima
Post by: Diavle on August 19, 2010, 07:47:32 PM
You have to do it in advance still, but it seems like his guard point has a bit more frames so it'll happen more often. I remember one match I kept doing dash s.D and it worked like a charm because people weren't used to fighting against it.

Ah, thanks man.

http://www.youtube.com/watch?v=Fj9WENV-qjs got me really pumped for this attribute of his.
Title: Re: Maxima
Post by: Ash on August 19, 2010, 08:01:32 PM
That's an awesome video! I'm not sure how many hits his GP blocks, but definitely seems to be the easiest to GP out of all his incarnations in the past.
Title: Re: Maxima
Post by: Kane317 on August 19, 2010, 09:15:34 PM
That video was seriously badass.  GO Makishima! EDIT: 5mins later I still have that BGM in my head lol.  It's like a 90's theme song or something.

Before I forget, apparently Maxima's Far C is SC'able (but neither cancelable or drive cancelable, much like Shen's Far C), and yes it does have Guard Point :)
Title: Re: Maxima
Post by: SAB-CA on August 19, 2010, 11:41:59 PM
I love the music in that video... I was gonna post it in this thread too, but I held back my fanboy urges! (So I posted it on GaF instead... -cackle-) But in all seriousness, it does make me ponder his possibilities in XIII. I believe Kane mentioned his Guard Points don't take (block?) damage, also?

If anyone finds out where there music is from, LET ME KNOW! It's the perfect "Crash! Makishima, a super giant robot, appears!" theme.

The tags for that vid are awesome, BTW.

I wanna see Maxima VS King's Venom Shotgun NM! Or Trinity Geyser!~!! Or VS the Mature Infinite! (this is pushing it.)
(http://www.fightersgeneration.com/characters2/maxima-dance.gif)



Title: Re: Maxima
Post by: Kane317 on August 19, 2010, 11:52:37 PM


I believe Kane mentioned his Guard Points don't take (block?) damage, also?

Nope, no block damage at all unlike 2K2UM (?) in the video.

The tags for that vid are awesome, BTW.

Those tags lol...REAL talk.

BTW, I love the response to Ice-Kun's itpcruz08 question about what the BGM is:

"@itpcruz08 I don't know. I just assumed the music radiated from Maxima's manly aura."

Title: Re: Maxima
Post by: MUSOLINI on August 20, 2010, 04:17:20 AM
wow man it took 15 minutes to get through all the 2k2 um characters. also max needs to get damaged while in gp, its ridiculous for him not to take any damage. back in the days he did, same for ralph during galactica phantom.
Title: Re: Maxima
Post by: itpcruz08 on August 20, 2010, 05:19:46 AM
That video was seriously badass.  GO Makishima! EDIT: 5mins later I still have that BGM in my head lol.  It's like a 90's theme song or something.

Before I forget, apparently Maxima's Far C is SC'able (but neither cancelable or drive cancelable, much like Shen's Far C), and yes it does have Guard Point :)

It's still in my head since the day it was posted on CyberFanatix. But I really liked the music, anyway. xD

Ah, thanks for the note. It's so sad that the only KOFs I can play here are 2001, 2002 and 2033. :<

The tags for that vid are awesome, BTW.

I wanna see Maxima VS King's Venom Shotgun NM! Or Trinity Geyser!~!! Or VS the Mature Infinite! (this is pushing it.)

Maxima the SEX MACHINE. @_@

If Maxima can GP Kula's Freeze Execution in XIII then I'm one happy man. xD

Those tags lol...REAL talk.

BTW, I love the response to Ice-Kun's itpcruz08 question about what the BGM is:

"@itpcruz08 I don't know. I just assumed the music radiated from Maxima's manly aura."

Hahaha. Oh, you can still call me Ice-Kun. :)

Oh, right. Another question. xD GP-ing takes no damage in Health Bar and also in Guard Meter? :o

Title: Re: Maxima
Post by: Kane317 on August 20, 2010, 07:02:08 AM
You definitely take no damage for GP'ing but I dunno about the guard gauge.
Title: Re: Maxima
Post by: Ash on August 20, 2010, 09:45:34 AM
Confirmed guard point does guard multiple hits. Yet to be tested how many it can withstand.
Title: Re: Maxima
Post by: Kane317 on August 25, 2010, 11:03:41 AM
Confirmed guard point does guard multiple hits. Yet to be tested how many it can withstand.

LOL, saw you messing around with his s.D in the tourney, it was funny to watch.
Title: Re: Maxima
Post by: Rex Dart on September 07, 2010, 05:12:05 PM
In terms of execution, I think this is the easiest 100% in the game:

j ;c -> close ;d ->  ;df ;c -> HD activation -> close ;d ->  ;df ;c ->  ;dn ;db ;bk ;a --DC-->  ;dn ;df ;fd ;dn ;df ;fd ;a ;c --MC-->  ;fd ;df ;dn ;db ;bk ;fd ;df ;dn ;db ;bk ;a ;c

1110 damage, 5 bars.
Title: Re: Maxima
Post by: Mazinkaiser on September 08, 2010, 03:57:54 AM
1110 damage? the highest so far? vids please :\
Title: Re: Maxima
Post by: Bakuhakubasugasu on September 08, 2010, 04:18:14 AM
In terms of execution, I think this is the easiest 100% in the game:

j ;c -> close ;d ->  ;df ;c -> HD activation -> close ;d ->  ;df ;c ->  ;dn ;db ;bk ;a --DC-->  ;dn ;df ;fd ;dn ;df ;fd ;a ;c --MC-->  ;fd ;df ;dn ;db ;bk ;fd ;df ;dn ;db ;bk ;a ;c

1110 damage, 5 bars.

I really want to see a video of this.. So little inputs for soooooooo much damage, its ridiculous! Someone needs to test and make a video of this asap!
Title: Re: Maxima
Post by: t3h mAsTarOth...! on September 12, 2010, 01:00:11 AM
this just made me LOL so hard... Maxima doesn't even need to try... lol

thinking about his 2 bar damage options...

hop C, s.D, d/f.C xx qcb.A xx DC, EX DM... = ?
Title: Re: Maxima
Post by: Mazinkaiser on September 12, 2010, 01:52:16 PM
In terms of execution, I think this is the easiest 100% in the game:

j ;c -> close ;d ->  ;df ;c -> HD activation -> close ;d ->  ;df ;c ->  ;dn ;db ;bk ;a --DC-->  ;dn ;df ;fd ;dn ;df ;fd ;a ;c --MC-->  ;fd ;df ;dn ;db ;bk ;fd ;df ;dn ;db ;bk ;a ;c

1110 damage, 5 bars.

I really want to see a video of this.. So little inputs for soooooooo much damage, its ridiculous! Someone needs to test and make a video of this asap!

confirmed @ 2:25 :o not bad *.* (http://www.youtube.com/watch?v=VynVJVTXWvY#t=2m25) Fixed link -Kane317

Title: Re: Maxima
Post by: t3h mAsTarOth...! on October 01, 2010, 06:19:25 AM
can Maxima do anti-air s.A >>> EX hcb.K ???
Title: Re: Maxima
Post by: Kane317 on October 01, 2010, 07:40:45 PM
can Maxima do anti-air s.A >>> EX hcb.K ???

I'm pretty sure it doesn't have that property.  After a wiring with his qcb+AC, dash, df+C --> hcb+BD does not work so by extension it wouldn't work with s.A either.
Title: Re: Maxima
Post by: Rex Dart on November 22, 2010, 01:15:06 PM
So, the mook has some interesting info on Maxima's j. C.

Normally, it can't be cancelled, but it can be cancelled under certain circumstances. However, I can't figure out what those circumstances are. Maybe a counter hit? I have limited Maxima experience, so I'd appreciate any help with this.

Wiki updated:
http://www.dreamcancel.com/wiki/index.php?title=Maxima_%28XIII%29
Title: Re: Maxima
Post by: Kane317 on November 22, 2010, 01:40:41 PM
So, the mook has some interesting info on Maxima's j. C.

Normally, it can't be cancelled, but it can be cancelled under certain circumstances. However, I can't figure out what those circumstances are. Maybe a counter hit? I have limited Maxima experience, so I'd appreciate any help with this.

Wiki updated:
http://www.dreamcancel.com/wiki/index.php?title=Maxima_%28XIII%29

You can only cancel it off a hop/hyperhops.
Title: Re: Maxima
Post by: Rex Dart on November 22, 2010, 01:48:57 PM
Wow, how strange. Thanks for the help!
Title: Re: Maxima
Post by: t3h mAsTarOth...! on November 27, 2010, 09:44:50 PM
that's awesome... that gives him extra hyper hop pressure... specially with the EX version... only wish it was a mid so he could use it like Ralf's dive bomber mix-up...

one question... what can he combo with after an EX mid-air qcb.P??? i've never seen anyone comboing after they connected with this... looks like you could at least connect a cr.A...
Title: Re: Maxima
Post by: Kane317 on November 28, 2010, 10:35:29 AM
that's awesome... that gives him extra hyper hop pressure... specially with the EX version... only wish it was a mid so he could use it like Ralf's dive bomber mix-up...

one question... what can he combo with after an EX mid-air qcb.P??? i've never seen anyone comboing after they connected with this... looks like you could at least connect a cr.A...

I know I've managed to connect a Ex Vapor Cannon (Ex qcb P) after the Ex air.qcb+P.
Title: Re: Maxima
Post by: t3h mAsTarOth...! on November 29, 2010, 05:35:58 AM
that seems like EX mid-air qcb.P, cr.A, d/f.C xx qcb.A is a possible combo... or if you have another meter then EX qcb.P instead... awesome...
Title: Re: Maxima
Post by: Ash on February 26, 2011, 03:09:10 AM
Apparently Maxima can DC his dp+BD on first hit (knee on the way up) to hcb+B. The hcb+B will miss and afterwards you can re-juggle. You can use your imagination on how useful this will be. I got this from the Japanese bbs.

d.B > d.A > df.C > hcb+BD > followup -> DC qcb+AC > df+C (opponent low) > dp+BD (1hit) > DC hcb+B > EX super or df+C > whatevers

Ends up doing 75%+ depending on how you finish the combo. Of course this uses 100% drive bar, but if you choose to HD active at the beginning, you can loop the part with df.C > dp+BD > hcb+B

Kinda impractical to be used often, but if you need to output that kind of damage is a good option.
Title: Re: Maxima
Post by: MUSOLINI on February 26, 2011, 04:07:52 AM
thats actually some really usefull info for max players. with just dc you can get some nifty damage.
Title: Re: Maxima
Post by: Ash on March 23, 2011, 01:23:54 AM
Read this as well

qcb+A (counter wires) -> hop qcb+AC -> qcb+A(?) -> if in HD mode neomax after

I wonder if after hop qcb+AC you can extend this further with something else.
Title: Re: Maxima
Post by: Kane317 on March 23, 2011, 09:18:49 AM
Read this as well

qcb+A (counter wires) -> hop qcb+AC -> qcb+A(?) -> if in HD mode neomax after

I wonder if after hop qcb+AC you can extend this further with something else.


Hmm air.qcb+AC has some interesting properties as it allows you to continue the combo on the way down (air.qcb+AC, d.A -->).  In the aforementioned scenario it's as if you didn't "use" the free juggle of the counter wire.  Either that or air.qcb+AC setups a free juggle no matter what.   The more I think of it, the latter is most likely.
Title: Re: Maxima
Post by: Reiki.Kito on April 28, 2011, 04:12:03 AM
Hello everyone,

Sorry if I'm a little green behind the ears. I've been stopping by a lot and I wanted to know about a combo that is here I wanted to do. It's the one below.

(d.Ax3)/(d.B, d.A, df.C), Ex qcb+P (wires), df.C, (df.C), dp+K/Ex hcb+K.qcb+P -->

Unless I HD into it, which it doesn't really state if this is an HD activation in the parenthesis, I can't do the df.C twice. Not only that, I can't understand how I grab them after a df.C because they're in the air.  If anyone can point me to a video of this or explain to me the timing, I'd really appreciate it!
Title: Re: Maxima
Post by: Kane317 on April 28, 2011, 04:47:10 AM
Hello everyone,

Sorry if I'm a little green behind the ears. I've been stopping by a lot and I wanted to know about a combo that is here I wanted to do. It's the one below.

(d.Ax3)/(d.B, d.A, df.C), Ex qcb+P (wires), df.C, (df.C), dp+K/Ex hcb+K.qcb+P -->

Unless I HD into it, which it doesn't really state if this is an HD activation in the parenthesis, I can't do the df.C twice. Not only that, I can't understand how I grab them after a df.C because they're in the air.  If anyone can point me to a video of this or explain to me the timing, I'd really appreciate it!

Firstly, welcome to DC and don't forget to introduce yourself here. (http://dreamcancel.com/forum/index.php?board=9.0)

I apologize as I wrote that combo a long time ago copied from the JBBS and since then I have yet to get the extra df.C to connect OR the Ex hcb+K~qcb+P after the df.C.   As for the df.C into dp+K it just does, either df.C allows you to rejuggle or it's just consider a combo off a df.C, now that I think of it it's probably the latter.  

EDIT:
I fixed the first post to reflect that part of the combo doesn't work.
Title: Re: Maxima
Post by: Reiki.Kito on April 28, 2011, 05:21:05 AM
Oh, thanks!

That link sends me a youtube link that's not open anymore by the way!

I actually have been practicing with a combo using heavy normals and also been using a lot of guard point. I try to use my C normals a lot more than my a's and b's so I can utilize the guard point.

However, I wanted to ask: When I guard point with far C or far D, can I do an EX move like EX hcb BD?
Title: Re: Maxima
Post by: Kane317 on April 28, 2011, 05:48:43 AM
Oh, thanks!

That link sends me a youtube link that's not open anymore by the way!

I actually have been practicing with a combo using heavy normals and also been using a lot of guard point. I try to use my C normals a lot more than my a's and b's so I can utilize the guard point.

However, I wanted to ask: When I guard point with far C or far D, can I do an EX move like EX hcb BD?

The link is fixed.  With Far C and D you cannot cancel into Ex hcb BD as it's not cancelable in the traditional sense.  Far C however, is Super Cancelable only, so you can cancel into his Double Vapor Canon DM or NM and if you couple the fact that the Far C has GuardPoint (autoguard); he's a force to be reckoned with (See Shen).
Title: Re: Maxima
Post by: Reiki.Kito on April 28, 2011, 06:21:49 AM
Ah, okay. Thanks a bunch. Having something to do after a guard point would be great. I commonly get the Far C to guard point (It's so much fun to do "C" Vapor Cannon on a Raiden's drop kick) so I'll try to get the super cancels down.

Sorry if I'm asking a whole lot of silly questions :-(

I really like Maxima's versatility on wire damage. I try an extended combo with any starter (d.Ax2, df.C or c.D/c.C, df.C) into EX hcb+BD, do the follow up into a DC EX qcb+P for the wires damage. Finish it off with a df.C and his dp+A.

This nets me, off a close D, about 604 damage. The close D is harder to do because I could end up too far away and do a far D instead. I wanted to know if there's anyway to maybe extend the combo or what combos I could try for some decent damage. I'd like to utilize my drive meter more.
Title: Re: Maxima
Post by: Kane317 on April 28, 2011, 10:10:14 AM
Ah, okay. Thanks a bunch. Having something to do after a guard point would be great. I commonly get the Far C to guard point (It's so much fun to do "C" Vapor Cannon on a Raiden's drop kick) so I'll try to get the super cancels down.

Sorry if I'm asking a whole lot of silly questions :-(

I really like Maxima's versatility on wire damage. I try an extended combo with any starter (d.Ax2, df.C or c.D/c.C, df.C) into EX hcb+BD, do the follow up into a DC EX qcb+P for the wires damage. Finish it off with a df.C and his dp+A.

This nets me, off a close D, about 604 damage. The close D is harder to do because I could end up too far away and do a far D instead. I wanted to know if there's anyway to maybe extend the combo or what combos I could try for some decent damage. I'd like to utilize my drive meter more.

Off the top of my head that's pretty much it, although ending it with a dp+K does more damage of course (instead of qcb+A).  If you read  a couple posts above (http://dreamcancel.com/forum/index.php?topic=27.msg10495#msg10495), it's technically possible to extend it, but I don't think it's worth it personally.

Title: Re: Maxima
Post by: Reiki.Kito on May 18, 2011, 05:31:08 AM
Heya! Been a while!

I've been gradually improving and learning new things! However, I'm still having trouble versus "Andy" types and fireball-spam. Maybe I'm just too green behind the ears. Say that I'm being pinned down behind fireballs. I gradually approach and block, he runs up and sweeps. I jump in, he dps or Zenzaiken, and if I roll, he grabs. We're talking that reactive, tick-throwing kind of player. What's my out in this situation? What, as Maxima, should I do to get around these types?

I know for some it may seem basic, but Raiden's become an easier person to fight than an Andy.
Title: Re: Maxima
Post by: Mr.KOF on May 18, 2011, 09:16:46 AM
Heya! Been a while!

I've been gradually improving and learning new things! However, I'm still having trouble versus "Andy" types and fireball-spam. Maybe I'm just too green behind the ears. Say that I'm being pinned down behind fireballs. I gradually approach and block, he runs up and sweeps. I jump in, he dps or Zenzaiken, and if I roll, he grabs. We're talking that reactive, tick-throwing kind of player. What's my out in this situation? What, as Maxima, should I do to get around these types?

I know for some it may seem basic, but Raiden's become an easier person to fight than an Andy.

If Andy runs in and does down D you can use your Auto guard down C to counter it. Rolling in 13 is never the best option. I would suggest using your jump Cd which is really good against Andy's sweep = At least you'll trade. You can also play  a ground game as well and wait for Andy jump in and Use your Down Forward C into DK which will put it at a 50/50 game.  Just play patient..if you can't then you'll just have to find another character to fight off Andy =P
Title: Re: Maxima
Post by: Ash on May 19, 2011, 02:00:01 AM
Don't forget air vapor cannon!
Title: Re: Maxima
Post by: Kane317 on May 19, 2011, 03:21:42 AM
Heya! Been a while!

I've been gradually improving and learning new things! However, I'm still having trouble versus "Andy" types and fireball-spam. Maybe I'm just too green behind the ears. Say that I'm being pinned down behind fireballs. I gradually approach and block, he runs up and sweeps. I jump in, he dps or Zenzaiken, and if I roll, he grabs. We're talking that reactive, tick-throwing kind of player. What's my out in this situation? What, as Maxima, should I do to get around these types?

I know for some it may seem basic, but Raiden's become an easier person to fight than an Andy.

If Andy runs in and does down D you can use your Auto guard down C to counter it. Rolling in 13 is never the best option. I would suggest using your jump Cd which is really good against Andy's sweep = At least you'll trade. You can also play  a ground game as well and wait for Andy jump in and Use your Down Forward C into DK which will put it at a 50/50 game.  Just play patient..if you can't then you'll just have to find another character to fight off Andy =P

Don't forget air vapor cannon!

Maxima has tons of tough matches as he's quite slow and rather predictable, I did use him for the first 2-3 weeks and unfortunately haven't really picked him up since.  That said, you're going to really have to rely on his autoguards to get in, don't forget his far C supercancels only (so it's a free cancel without using a drive like Shen), his Vapor Canon of course all have autoguard and even his DM does as well.  Ash made a good point that air Ex (otherwise the normal one will move you backwards) Vapor Canon has autoguard and allows you to combo after you land; excellent way to get in.
Title: Re: Maxima
Post by: MUSOLINI on May 19, 2011, 05:41:09 AM
maxima also seems to do some good damage for short combos. but basically every character should be able to do 50% for 1 dc and 1 super bar.
Title: Re: Maxima
Post by: Kane317 on May 20, 2011, 03:07:20 AM
maxima also seems to do some good damage for short combos. but basically every character should be able to do 50% for 1 dc and 1 super bar.

Most characters can do 30-35% with 1drive and 1 stock, that's more like the average than 50%.  Some can do 40% like Terry and there's a few exceptions like Shen etc...
Title: Re: Maxima
Post by: Reiki.Kito on May 22, 2011, 06:25:18 AM
Hi again!

I know I'm kind of spamming up this board with newbie questions, but I wanted to get some advice. You see, I'm dealing with multiple rushdown and turtling players in my area. I'm either rundown by combo-intensive players or getting fireball-dp spam. Maxima is supposed to be my one-size-fits-all answer since he's my anchor. However, I find that people are learning to block a lot more when I use my EX Maxima press and hopping in for cross-ups.

It's to the point where I try to stop a hop and I get punished for whiffing an A from Yuri (Long story ><). Anyway, my question is how do I get in for damage. I feel like I am very weak with throws and a lot of Maxima's game is throwing. How can I use his B and D grab effectively and what's some good timing in block strings to get it going. I especially have problems with the B grab. I don't know when I can throw it out and I sometimes miss the timing for the follow up.

Any help is appreciated on getting around turtles and rushdown strategies! Thank you very much in advance.
Title: Re: Maxima
Post by: Kane317 on May 22, 2011, 10:15:39 AM
Hi again!

I know I'm kind of spamming up this board with newbie questions, but I wanted to get some advice.

No need to apologize, this is what the board is for--to learn.

You see, I'm dealing with multiple rushdown and turtling players in my area. I'm either rundown by combo-intensive players or getting fireball-dp spam. Maxima is supposed to be my one-size-fits-all answer since he's my anchor. However, I find that people are learning to block a lot more when I use my EX Maxima press and hopping in for cross-ups.

It's to the point where I try to stop a hop and I get punished for whiffing an A from Yuri (Long story ><). Anyway, my question is how do I get in for damage. I feel like I am very weak with throws and a lot of Maxima's game is throwing. How can I use his B and D grab effectively and what's some good timing in block strings to get it going. I especially have problems with the B grab. I don't know when I can throw it out and I sometimes miss the timing for the follow up.

Any help is appreciated on getting around turtles and rushdown strategies! Thank you very much in advance.

The local Maxima player is also pretty new at XIII (about 2 months of exp) and he's already doing really well against us.  He actually uses a lot of hop C instead of going for Crossup C and uses a lot of his d.A into df.C. Don't forget to abuse the air.Ex Vapor Cannon (air.qcb+P) to get in as it has good autoguard as well.   At a mid range distance he likes to use d.C for the autoguard and if I try to jump it he'll cancel his d.C cancel into df.C to make sure I don't jump.  Ex Maxima Press (Ex hcb K) is meant to be a quick punish the opponent throws out anything remotely laggy.  D Maxima Press is used during mixup blockstrings (d.A x2, df.C {blocked}, hcb D) and B Maxima Press is just an old fashion 1 frame command throw.

As for the follow ups, just practice; it's as soon as Maxima slams them into the wall.

Personally, I don't think Maxima's a good "intro" character to XIII as he has to rely on some unconventional tools like his autoguards etc to be effective, especially if your opponents are playing Andys, K', Liz, Kula, Kyo and Raidens.
Title: Re: Maxima
Post by: MUSOLINI on May 22, 2011, 04:40:26 PM
didnt maxima only have autoguard on standing  ;c & ;d? you mentioned crouching  ;c, does it also have AG?
Title: Re: Maxima
Post by: Reiki.Kito on May 22, 2011, 06:45:51 PM
Maxima has guard point on Close C, Close D, Far C, Far D, Blowback (CD), and Down C in terms of normals. He also has some special moves that have guard point, but I figure most people know that.

I'll give it a shot, sounds great!
Title: Re: Maxima
Post by: SAB-CA on May 22, 2011, 06:59:49 PM
Just as a classic Maxima note,  ;dn ;c has traditionally been the Guard point move of choice to block incoming ground moves, for me.

It was the only far Guard Point move that could be normal-cancelled in the past, so using it VS Burn Knuckles and Slash Kicks was fantastic. It could also be used to absorb fireballs , multi-hit moves, and "hit confirm" supers like Ranbus.

I'm so glad that Maxima has the NEW double Vapor Kannunnnnn DM, rather than his old chest beam. That move had no guard point, it was anti-combo, and it only really seemed to exist in order to cause problems for inputting his Rekka series too fast...
Title: Re: Maxima
Post by: MUSOLINI on May 22, 2011, 07:01:47 PM
maxima also seems to do some good damage for short combos. but basically every character should be able to do 50% for 1 dc and 1 super bar.

Most characters can do 30-35% with 1drive and 1 stock, that's more like the average than 50%.  Some can do 40% like Terry and there's a few exceptions like Shen etc...

that  to 30 to 35% damage is what k and lizzy do without any bar. same for kula probably. raiden is even worse, but he needs to cvharge dropkiciks to do so.
Title: Re: Maxima
Post by: Reiki.Kito on May 23, 2011, 04:00:21 AM
I will definitely give using d.C a try. I have never really put a great emphasis on using it because I could never get the timing right. But this is good, I like that idea. For the most part, I've been using standing Far C and D to stop projectiles or jump-ins. However, they're using hyper hops to get in quick before I do or use regular jumps to go over me because I'm anticipating a hop.

d.C just seems to be much more safe of an answer cause I can cancel it.
Title: Re: Maxima
Post by: Kane317 on May 23, 2011, 07:24:41 AM
I will definitely give using d.C a try. I have never really put a great emphasis on using it because I could never get the timing right. But this is good, I like that idea. For the most part, I've been using standing Far C and D to stop projectiles or jump-ins. However, they're using hyper hops to get in quick before I do or use regular jumps to go over me because I'm anticipating a hop.

d.C just seems to be much more safe of an answer cause I can cancel it.

It's actually a very logical strategy, and not to take anything anyway from our local Maxima player Ricardo, I was using it just before I stopped playing him as well.  The gist of it is that it stops most ground approach, (it's got good reach) and the df.C deters jump attacks as well (not to mention the df.C also has good horizontal reach).

His weakness is still his lower body, if you're not careful they can sweep you (which I do to Ricardo a lot), also in the corner it's hard for Maxima to protect himself from hyper jumps.
Title: Re: Maxima
Post by: MUSOLINI on May 23, 2011, 06:30:28 PM
cant he use a jumping attack to stop incomming superjumps when cornered.
Title: Re: Maxima
Post by: Kane317 on May 23, 2011, 10:33:12 PM
cant he use a jumping attack to stop incomming superjumps when cornered.

Sure he can if it's the first one, but if they attack repeated and keep you in block stun (e.g. j.CD against a cornered Maxima, hyper jump CD repeat), it's just harder to counter since his two main forms of anti air is his df.C and dp+K and they don't protect his head (and don't forget he's relatively tall too).  His s.A won't stop a hyper jump and only a well timed Close C might but it's still risky.  
Title: Re: Maxima
Post by: Reiki.Kito on May 24, 2011, 11:10:43 PM
Something I noticed while playing a few people the other day. Sometimes, when I'm doing a blockstring, d.A x2 into df.C won't connect at the df.C. This leads to me getting a quick sweep. It's to the point where I don't know when it's a safe idea to throw it out for a block string.
Title: Re: Maxima
Post by: Kane317 on May 25, 2011, 01:11:26 AM
Something I noticed while playing a few people the other day. Sometimes, when I'm doing a blockstring, d.A x2 into df.C won't connect at the df.C. This leads to me getting a quick sweep. It's to the point where I don't know when it's a safe idea to throw it out for a block string.

If I'm not mistaken, it's a not a real blockstring; it definitely "breaks" before a Vapor Cannon at least that's for sure (you can roll before the Vapor Cannon hits you).

---
EDIT: This round is too beautiful not to link, on K' nonetheless--great setups (http://www.youtube.com/watch?v=Sasm2qvjQeY&NR=1#t=1m48).
Title: Re: Maxima
Post by: Demoninja on May 25, 2011, 05:06:02 AM
I feel like I should pick up Maxima as well after seeing that round. Too awesome haha.
Title: Re: Maxima
Post by: SAB-CA on May 25, 2011, 07:52:26 AM
Something I noticed while playing a few people the other day. Sometimes, when I'm doing a blockstring, d.A x2 into df.C won't connect at the df.C. This leads to me getting a quick sweep. It's to the point where I don't know when it's a safe idea to throw it out for a block string.

I've been wondering about that while watching the vids; I'm suprised people even go after it with 2 punches or kicks. 2K2UM, I wouldn't bother doing for ;df;c except for after 1 weak ;dn;a attack, and even then, only when kinda close.

For  ;dn;b, I'd do it as a distanced hit confirm, and to mix between the ;df;c and a sudden sweep.

That brings me to a question:

Do the normal and EX version of Double Vapor Cannon have full body guard point? Could you use them aganist sweeps?

If so, I could see them being very useful VS whiffed  ;df;c punishes.
Title: Re: Maxima
Post by: Demoninja on May 25, 2011, 07:59:36 AM
That brings me to a question:

Do the normal and EX version of Double Vapor Cannon have full body guard point? Could you use them aganist sweeps?

If so, I could see them being very useful VS whiffed  ;df;c punishes.

I vaguely recall beating out a normal Double Vapor Cannon with a normal, most likely a sweep so I don't think it'll work. If I'm remembering this correctly I did a sweep, they did a Double Vapor Cannon, and then they fell down ;). My memory is fuzzy so I'd take this with a grain of salt until someone better comes in.
Title: Re: Maxima
Post by: Demoninja on June 03, 2011, 10:41:59 AM
So in my quest to learn how to play every character I decided to start using Maxima. I know it's possible to DC the follow up of his command grab but I can't seem to get it. I'm trying to get a qcb+AC but it won't connect. Does the strength of the command grab I use before the follow up matter?
Title: Re: Maxima
Post by: Rex Dart on June 03, 2011, 11:15:02 AM
Technically, the grab itself isn't DC-able. It's the follow-up (qcb+P) that you can DC.

So the strength of the grab doesn't matter.
Title: Re: Maxima
Post by: Demoninja on June 03, 2011, 11:58:27 AM
Ah okay, that's a good explanation about why the strength doesn't matter. Never thought of it that way. I'm assuming the button I use for the follow up doesn't matter does it?

@Kane: Whenever I tried to drive cancel into the EX Vapor Cannon it whiffed for some reason. I'll give it a couple more shots before I post about it again haha.
Title: Re: Maxima
Post by: Kane317 on June 03, 2011, 11:59:59 AM
Technically, the grab itself isn't DC-able. It's the follow-up (qcb+P) that you can DC.

So the strength of the grab doesn't matter.

My memory is foggy but I remember something like you can [SC] into a DM but you can only [DC] into his Ex Vapor Cannon.  I have seen them [DC] into dp+K but I dunno if it's a particular strength etc...
Title: Re: Maxima
Post by: THE ANSWER on June 03, 2011, 05:30:47 PM
Ok here is the deal with Maxima, you can DC or SC after his command grab but here are the scenarios.

qcb+b: you can can do follow up qbc+P and after the follow up you can super cancel into qcf+Px2. 1 drive 1 Super. That is the only follow up you can do off his normal command grab.

qcb+bd[EX]:  Here you have a few different choices, you can follow up qcb+p and super cancel just like the scenario above or after the follow up you can cancel to EX qcb+p this will cause them to bounce of the wall. The last one is you can cancel the follow up to dp+b.

Remember all this cancels off the command grab are done after the follow up so you'll be doing command grab (ex or normal) to follow up qcb+p and than the DC or SC of your choice.
Title: Re: Maxima
Post by: Demoninja on June 04, 2011, 03:15:57 AM
Oh okay so the strength of the grab you do beforehand does affect whether or not you get the follow up. I was trying it off the B/D grab, no wonder I couldn't get the ex Vapor Cannon to connect. Thanks a lot man!
Title: Re: Maxima
Post by: Rex Dart on June 04, 2011, 11:48:14 AM
Sorry I lied to you.  :(
Title: Re: Maxima
Post by: Demoninja on June 04, 2011, 07:55:19 PM
It's alright man! Honest mistake. I hope.
Title: Re: Maxima
Post by: THE ANSWER on June 04, 2011, 09:13:29 PM
You are welcome, If you are doing normal version, it doesn't matter if you use b or d.
Title: Re: Maxima
Post by: Reiki.Kito on June 04, 2011, 10:30:16 PM
Gonna be heading to my local Arcade, Southtown, and I'll practice my Maxima press. Cheers to Maxima!
Title: Re: Maxima
Post by: Reiki.Kito on June 15, 2011, 12:10:39 AM
Sorry for the double post. I wanted to ask a bit about some footage I saw. I saw a player, acho I think, grab someone with a Maxima press. Instead of going for the follow up, he opted to let the opponent wall splat and roll behind him.

The avatar got back up, and just as he did, Maxima did a hop B. The player blocked, but the Maxima player landed and did d.A, d.B (hit), d.A into a EX vapor cannon. My question is what is the timing for this? How do I pull this off and if there are any visual cues or times I should take note of.
Title: Re: Maxima
Post by: Kane317 on June 15, 2011, 12:41:25 AM
Were you referring to this from the page before? (http://www.youtube.com/watch?v=Sasm2qvjQeY&NR=1#t=1m59)

Just study the video, hop B as they're getting up; it's a pretty standard crossup but a sweet setup nonetheless.
Title: Re: Maxima
Post by: SAB-CA on June 23, 2011, 04:39:32 PM
Reposting this from the Vid thread, because I think it could be useful to future/potential Maxima Players.

2011-06-18 KOF XIII 第3回関西対抗戦 兵庫 VS Kyoto Final Part1  (http://www.youtube.com/watch?v=Tpqb3y59aq4)

He basically turned Maxima into Raiden! He made him nearly impossible to approach, changing the opponents gameplay style. He answered almost every jump-in with a fantastic anti-air throw. He had people afraid to approach him. He basically forced each opponent to play the game by a different set of rules than you would use aganist any other character, by exploiting his strengths in frustrating ways.

Just so many great moments! Auto-guarding invincible reversals, absorbing wakeup DPs, crossing up K' fantastic jump game, devouring No. 17's Shen Woo (I was suprised; he made it much harder for Shen to work than I expected!), using the buffed Guardpoints on stand ;d to totally throw off Raiden's jumping assaults, mixing people up so that they tried to reversal in the gaps of Block string -> ;c Vapor KANNUN...

It's a side of Maxima that we don't normally get to see in video, but it's all a very big part of his design. If you're willing to play risky, he can toss himself into situations that no other character makes sense in, and come out on top.
Title: Re: Maxima
Post by: MUSOLINI on June 23, 2011, 05:29:13 PM
i will play risky damn it, lol.
Title: Re: Maxima
Post by: SAB-CA on July 06, 2011, 03:06:41 AM
I always suspected Maxima could link his EX Maxima Press out of a distanced strong attack... glad to see I was right!

http://www.youtube.com/watch?v=uT1Ron6YIaU&feature=autoplay&list=UL7ukTd0XkvM4&index=2&playnext=12

That Youtube channel also has some pretty sweet combos for a wide variety of characters.
Title: Re: Maxima
Post by: Kane317 on July 06, 2011, 04:06:55 AM
I always suspected Maxima could link his EX Maxima Press out of a distanced strong attack... glad to see I was right!

http://www.youtube.com/watch?v=uT1Ron6YIaU&feature=autoplay&list=UL7ukTd0XkvM4&index=2&playnext=12

That Youtube channel also has some pretty sweet combos for a wide variety of characters.

It is a cool combo but it's 5 stocks though.  Props for style points.  EDIT: CMD.Duc also mentions it here (http://dreamcancel.com/forum/index.php?topic=27.msg11387#msg11387).
Title: Re: Maxima
Post by: Reiki.Kito on October 05, 2011, 11:09:01 AM
Been a while since I've been back here and I've been practicing a bit on Maxima, but there's still something I don't understand. If anyone can clarify for me, that'd be great.

For Maxima Press, what is the visual que for canceling it into the qcb+P follow up? I can do it from midscreen after a decent amount of practice, but for some stages, I can't tell when I hit the wall. It's important, atleast for me, to do it early so I can quickly do qcf+p x2 to do the Double Vapor Cannon DM super cancel.

Also, I'm having trouble picking times when to grab. I try to command grab people after specials I know are not safe, but I'd like to use it a bit more offensively or in more situations. However, I'm not very experienced grappler so I'm not accustomed to situations where I should grab. What I've been practicing is rolling forward and doing a command grab after I come out of a roll. I'm trying to get the timing for an empty hop grab as well, but sometimes I jump in too short and whiff the grab. Spacing's a big problem. I know I can chain it into close st.D, close st.C, c.C, df+C, and close st.C (one hit) -> df+C, but I wondered if there's something I'm missing.

Also, I can super cancel off of EX vapor cannon and C vapor cannon, but is it not worth it to super cancel off of A vapor cannon?
Title: Re: Maxima
Post by: SAB-CA on October 05, 2011, 12:11:49 PM
1 good way to grab: During the auto-run frames of a dash. (I'm not great at this myself, so bare with me, lol.) After tapping  ;fd ;fd , input the command for your grapple. This will make you do the minimal distance for a dash, and then instantly go into your command grab. This is best employed after blockstrings / expected frame traps, and when they expect a hop, or crouching normal from you.

Rolling into grab is very unsafe, generally. Since you can be thrown out your roll! It's best to only do this after Guard Cancel evasion of laggy moves, or after using plain roll to roll back in a corner VS a laggy move.

For me, I also liked throwing in the Strong Version of the grab, to punish whiffed DP's and poorly spaced pokes. Also, if you scare a person into trying to roll out of your on-wakeup strats (like people who don't have DPs, or know they wanna avoid your Guardpoints), chasing them with the strong Maxima Press is a great idea. (very old-school Clark-like, as well.)

I don't know of any reason why it'd be of no use to SC off A Vapor Cannon. You shouldn't have to super cancel off EX vapor anyway, just run in, and meet the wall-bounced opponent with the regular (or EX) DM. So far, I'd rather save 1 DM of meter for Weak Confirm -> EX Vapor -> Dash up ->  ;df +  ;c into  ;c Vapor / A.Air Throw.

And generally speaking, any close weak attack will NORMALLY "combo" into an instant command throw in KoF. Sometimes, it's not a "real" combo, as it's apparently just grabbing them RIGHT after the hitstun of the light wears off. But yet, some will even combo from far weak attacks (Like Shermie's first hit of st.  ;b into hcf+ ;a throw, from full  ;b kick distance!). I haven't had enough time with XIII Maxima to test what he can do with this knowledge, but I'd guess he can land Maxima press off a close  ;a, and possibly the EX Press off a far  ;a....
Title: Re: Maxima
Post by: Reiki.Kito on October 14, 2011, 09:22:03 PM
As far as I know, Maxima's Standing B can't combo into anything. I've tried a lot the other day. I do have something I don't think was mentioned about Maxima in HD mode that I've been playing around with.

Artillery Maxima: Long Range HD

So, after toying with it for a bit in training mode, I've found that you can not only activate off of his far D and far C, both of which have guardpoint, but while in HD mode, you can special cancel ALL of his far D moves on hit or on block. So the usually uncancel-able far D can be cancelled into A vapor cannon. So a couple of things you could do while in HD mode with maxima are.

Far D, [HD activate], st.C (2hits) => df+C => [HDC] qcfx2 P or AC (For 5 meter) => hcbx2 AC

Or Far D or C => qcb + A / hcb+AC (Follow-up qcb + P) => [HDC] qcfx2 P or AC (For 5 meter) => hcbx2 AC

There's plenty you can do with Maxima from outside of people's range in HD mode.
Title: Re: Maxima
Post by: Kane317 on November 03, 2011, 07:02:09 AM
First page updated with console changes.

---

-df.C has better recovery
*No recoil after air vapor canon
*Guard points on normal are now cancellable by specials
*Hit box on the follow up to EX Maxima Press improved. Can now hit from counter CD.
-No bounce back when EX Maxima Press is guarded. He’s now more vulnerable to punishes.

Yamamoto:
df.C can be used effectively as an early (okiwaza) anti-air as the recovery has improved. Also counter df.C and counter j.CD can be followed by EX Maxima Press for extra damage, possible to counter-confirm. Pressuring the opponent by earning precise follow-up damage is the ideal way to play Maxima.
Title: Re: Maxima
Post by: SAB-CA on November 03, 2011, 07:50:48 PM
So, Msxima's new cancellability from GP should make it so that he basically has an even better version of Raiden's "Ready... GO!" style cancelling, where he can instantly absorb blows, and then start the damage cycle again.

Absorbing mid and high attacks up close, and then instantly landing 1f Maxima Press, should be very fun.

Far D into EX Maxima press will probaly also be viable. It's one thing to have to worry about an HD combo off of (as Reiki described above), but it's a whole 'nother thing to worry about a stockable EX punish as well. EX Vapor cannon would also probably work, as shown in SNKP Changelog vid.

This should do a very solid job of opening up his gameplay. Guardpoints have always been a high risk/reward ability, and now the stakes have soared even higher. Ante Up!
Title: Re: Maxima
Post by: xZEPPELIx on November 24, 2011, 11:33:23 PM
I wonder if Guard Point > D Maxima Press would be good way to deal with fireballs...
Title: Re: Maxima
Post by: Reiki.Kito on November 24, 2011, 11:34:46 PM
I wonder if Guard Point > D Maxima Press would be good way to deal with fireballs...

I gotta try that sometime. That's a good idea.
Title: Re: Maxima
Post by: BioBooster on November 25, 2011, 02:20:45 AM
I really like the options you guys are talking about.

I would def like to
GP cxl > EX Press > Press follow > DC EX Vapor > more vapor etc.
or with less meter
GP cxl > EX Vapor > more vapor etc.
or with no meter
GP cxl > Press > Press follow

Gonna be so much fun
Title: Re: Maxima
Post by: Raynex on November 25, 2011, 04:46:48 AM
I'm finding its tough to avoid strong offense with Maxima. He gets bulldogged way too easily. Can I st.A for AA aside from hops? M9 Missile is kind of slow and has to be done preemptively, so I'm at a loss when my opponent is point blank rushing me down.

As for this whole setup off of B/D Press w/o follow-up. Omitting the press plus allows for a cross-up splash?
Title: Re: Maxima
Post by: LouisCipher on November 25, 2011, 04:59:48 AM
I play very defensively with Maxima on 1st, he has good AA options like Downforward A and his air grab. If they're on top of you and got you in the corner you could do EX Air Grab for big damage.
Title: Re: Maxima
Post by: Reiki.Kito on November 25, 2011, 08:57:10 AM
You should use df+C to anti-air when you can. If you feel like they're hopping over you with a super jump, hit them with an M19 Blitz Cannon (DP+K) and grab'em. They have to do crap a lot more meaty to combo or they won't so you should definitely do that.

Also, remember ladies and gentlemen, you can guardpoint. St.C is your best friend and st.D is that chill buddy you like to hang out with on numerous occasions. Unless they're gonna cross you up, you can hit them with guardpoint and cancel with something else.
Title: Re: Maxima
Post by: The Ed on November 26, 2011, 03:55:44 AM
Am I insane or did his CD attack lose all guard point properties in console?  

Its not in any of the changelogs but as I've been working in the lab I seem to be able to get hit out of his CD at any frame.  Did I imagine his st.CD having GP in arcade, or did they just really narrow down the GP frames?

EDIT:  Ok, It def still has GP but it seems like its been nerfed a bit.  I could have sworn in arcade it would GP during active frames, now it seems like the GP is strictly during startup.  Again, sanity check, am I having 2K2 flashbacks here or what cause it definitely seems like the GP on his CD has been nerfed a smidge.
Title: Re: Maxima
Post by: LouisCipher on November 26, 2011, 04:21:44 AM
No, his CD still has amazing guard points. I've done it successfully quite a few times.
Title: Re: Maxima
Post by: CCVengeance on November 26, 2011, 11:12:30 PM
I really like using Maxima...using him as my 3rd has won me some matches.It's always satisfying to GP through people's attacks.
One serious problem I have with him though: It's hard for me to get close to zoning players. While I can hop and jump over most projectiles, some like Ash and King's always get me and finish me off.
Title: Re: Maxima
Post by: Reiki.Kito on November 26, 2011, 11:20:55 PM
Something I'm going to be spending time doing is hyper hopping into EX Air Vapor Cannon. It's relatively safe on block and it has 360 degree guard point. It's going to be the #1 option for neutral game getting in as you can punish people a lot more from a Maxima press.

I was talking to Isaiah, friend and very good player up here, this morning about my approach and he basically noted I used EX Maxima Press like it's the best thing since sliced bread. I do, and I admit it, but in hindsight, I am trying to take a calculated risk to get big damage. Now, the argument is that you aren't wasting meter as you can successfully get in with EX Air Vapor Cannon and you're not taking any risks because the moves safe on block. At best, you're in "HUGS" range. You'll need to delay it because blockstun makes people invincible to grabs, but you're really, really close. Plus, if you hit someone, it's a soft knockdown which is GREAT!
Title: Re: Maxima
Post by: Raynex on November 27, 2011, 09:28:04 PM
That sounds awesome. I'm a bit wary of throwing out bar for approaches only. If it's blocked that's a bar gone that I could have used for a 40% BnB. But from your description it sounds loads better than randomly throwing out EX Press and hoping for a hit, only to get punished afterwards.

I'm loving CH df+C / j.CD into EX Press. It feels SOOO GOOD! Btw, is anyone having problems with cr.Ax2, df+C whiffing? Unless I have bar to confirm cr.B, cr.A xx EX Vulcan or Press I'm finding it hard to do meterless combos as they rely on df+C connecting. What should I do?
Title: Re: Maxima
Post by: Reiki.Kito on November 27, 2011, 09:32:06 PM
I've been toying with it, but it's a bit easier to confirm d.A, df+C => rather than d.A. It's also better than trying to hit d.A x2 into EX vapor cannon, especially since the damage on it was nerfed a bit. Kane had mentioned that to me when we went over my older matches.
Title: Re: Maxima
Post by: Raynex on November 27, 2011, 09:50:46 PM
So you're saying omit the second cr.A and go straight for df+C? I'll give it a try. df+C only whiffs on crouchers that are too far right? So if I do j.C, cr.A, df+C it won't push them too far / whiff on crouchers?

A few more questions if you don't mind:

-What should I use for air-to-air?
-Is comboing into B Press important? I'm never close enough to land it.
-I didn't know that Maxima couldn't HOP cross-up splash. Is that new downwards punch useful for jump ins?
-When I land a meterless press, is my only option Press Plus xx (EX) Super?
-Does his meterless DP+K have invincibility? Can I use it for standard AA?
-I can't find ways to land the command grab after a j.A/cr.A (blocked). Everyone just presses buttons! Is there anything I can do to punish them for being predictable?
Title: Re: Maxima
Post by: Reiki.Kito on November 27, 2011, 10:02:08 PM
To your first question: Yes, it will land. It's actually very reliable. I use it a lot in tournaments and I'm a pretty "auto-pilot" sort of person as some people call me.

-What should I use for air-to-air?
The most horizontal hitbox Maxima has in the air. That's going to be j.B and j.CD. Those are your best air to airs, especially jump CD.

-Is comboing into B Press important? I'm never close enough to land it.
It's not important as much as just landing it. It's easy to get it off and if you want to set-up corner pressure, that's an option. You can get it to combo off of 2 d.As if you're really close, close C, or close D. Don't limit yourself to combos. You can hop or roll into it too. It's a nice mix up.

-I didn't know that Maxima couldn't HOP cross-up splash. Is that new downwards punch useful for jump ins?
His hop C and hop D have very vertical hit ranges. C is good because it has fast start-up (in comparison to hop D) and hurts a lot. It's also easy to set-up stuff, but not easy to set-up st.D, df+C which is your most damaging combo starter. Hop D hurts a crap ton and when timed right, can easily get you st.D, df+C because the start-up for it is so slow. The trick is timing the hop D because, as I mentioned, its start up is wicked slow. Nice stuff to consider is you can, on hit or block, throw out an air vapor cannon from a hop A or hop C, which is pretty good.


-When I land a meterless press, is my only option Press Plus xx (EX) Super?
Yes, you can't do anything else.

-Does his meterless DP+K have invincibility? Can I use it for standard AA?
No, you have to throw it out before they attack or after the active frames of their jump-in fizzle out or you'll trade. On hit, it does no damage if you trade.

-I can't find ways to land the command grab after a j.A/cr.A (blocked). Everyone just presses buttons! Is there anything I can do to punish them for being predictable?
You don't have to land command grabs. If you know someone is going to press buttons and you're close, you can guardpoint them. It's not going to work like before where people can poke A then block. You have an option too! Cancel your GP into EX Maxima press when you see the guard point and it'll immediately cancel. You can also do EX Vapor cannon. Give it a shot.
Title: Re: Maxima
Post by: Raynex on November 27, 2011, 10:35:06 PM
Thanks for the detailed response! It cleared up many of the big questions I had. I'll have to try doing blockstrings like cr.A -> cr.C/st,C (guardpoint) xx A Vapor to check if they're pressing buttons. Does that hop A/C xx air Vapor count as a double overhead? If so that's amazing haha.

I've had a great degree of success with st.D (guard point a projectile) xx EX Press punish. Maybe you guys should try it out?
Title: Re: Maxima
Post by: CCVengeance on November 29, 2011, 12:49:22 AM
To your first question: Yes, it will land. It's actually very reliable. I use it a lot in tournaments and I'm a pretty "auto-pilot" sort of person as some people call me.

-What should I use for air-to-air?
The most horizontal hitbox Maxima has in the air. That's going to be j.B and j.CD. Those are your best air to airs, especially jump CD.

-Is comboing into B Press important? I'm never close enough to land it.
It's not important as much as just landing it. It's easy to get it off and if you want to set-up corner pressure, that's an option. You can get it to combo off of 2 d.As if you're really close, close C, or close D. Don't limit yourself to combos. You can hop or roll into it too. It's a nice mix up.

-I didn't know that Maxima couldn't HOP cross-up splash. Is that new downwards punch useful for jump ins?
His hop C and hop D have very vertical hit ranges. C is good because it has fast start-up (in comparison to hop D) and hurts a lot. It's also easy to set-up stuff, but not easy to set-up st.D, df+C which is your most damaging combo starter. Hop D hurts a crap ton and when timed right, can easily get you st.D, df+C because the start-up for it is so slow. The trick is timing the hop D because, as I mentioned, its start up is wicked slow. Nice stuff to consider is you can, on hit or block, throw out an air vapor cannon from a hop A or hop C, which is pretty good.


-When I land a meterless press, is my only option Press Plus xx (EX) Super?
Yes, you can't do anything else.

-Does his meterless DP+K have invincibility? Can I use it for standard AA?
No, you have to throw it out before they attack or after the active frames of their jump-in fizzle out or you'll trade. On hit, it does no damage if you trade.

-I can't find ways to land the command grab after a j.A/cr.A (blocked). Everyone just presses buttons! Is there anything I can do to punish them for being predictable?
You don't have to land command grabs. If you know someone is going to press buttons and you're close, you can guardpoint them. It's not going to work like before where people can poke A then block. You have an option too! Cancel your GP into EX Maxima press when you see the guard point and it'll immediately cancel. You can also do EX Vapor cannon. Give it a shot.
wow,I'll really need to try all this!
Title: Re: Maxima
Post by: Raynex on November 29, 2011, 04:04:01 AM
I'm trying to make Maxima my main character, and all that advice is really starting to pay off. The magic of air EX Vapor Cannon! So gaawdlike.

I'm facing a dilemma though:

My team right now is Kensou/Maxima/King, but King isn't a very good anchor based on what I know. I want to switch the order up so that it's King 1st, Kensou 2nd (Kensou has more viable uses for bar than King), and Maxima at the end. Only problem is, I keep seeing Maxima run on 1st or 2nd position and never anchor. Is there a reason for this? Does Maxima have a hard time running anchor position?

Reiki what position do you run Maxima in? I'm so frustrated that my favourite characters can't cooperate, that I'm considering swapping out King for Kim as anchor. : (
Title: Re: Maxima
Post by: LouisCipher on November 29, 2011, 10:53:21 AM
His Guard Points make him a really good 1st character, trust me ;) . He's very anti-rushdown, and if his C Vapor Cannon counter hits, it's an easy setup after they wall bounce into his DownFoward C and Air Grab.
Title: Re: Maxima
Post by: Reiki.Kito on November 29, 2011, 11:02:35 AM
I'm trying to make Maxima my main character, and all that advice is really starting to pay off. The magic of air EX Vapor Cannon! So gaawdlike.

I'm facing a dilemma though:

My team right now is Kensou/Maxima/King, but King isn't a very good anchor based on what I know. I want to switch the order up so that it's King 1st, Kensou 2nd (Kensou has more viable uses for bar than King), and Maxima at the end. Only problem is, I keep seeing Maxima run on 1st or 2nd position and never anchor. Is there a reason for this? Does Maxima have a hard time running anchor position?

Reiki what position do you run Maxima in? I'm so frustrated that my favourite characters can't cooperate, that I'm considering swapping out King for Kim as anchor. : (

I run Maxima last. I put a lot of emphasis on using meter to run people over. He doesn't have a hard time as long as he has atleast one meter. He's able to do near 50% with just one bar.
Title: Re: Maxima
Post by: SAB-CA on November 29, 2011, 11:58:04 PM
My team right now is Kensou/Maxima/King, but King isn't a very good anchor based on what I know. I want to switch the order up so that it's King 1st, Kensou 2nd (Kensou has more viable uses for bar than King), and Maxima at the end. Only problem is, I keep seeing Maxima run on 1st or 2nd position and never anchor. Is there a reason for this? Does Maxima have a hard time running anchor position?

Personally, I love running Maxima as a 2nd or 3rd. While Maxima is a great Point, I think his Neomax gives him too many "shut the opponent down!" options to not be aware of, atop of how amazing he is with meter in the first place.

Most people like to spam projectiles and concentrate on keep-away and running with their points, so I find using someone who can keep up with / match this is a better point.

I like King as a point, personally, and with your team, I think she and Kensou are so great at switching from close-up fighting to keep-away, with excellent jump-ins and Air-to-Airs, that keeping Maxima as a meter-swelled 3rd should work very well.

Guardpoints are fantastic for those who are willing to approach you, but for people who just wanna sit back and turtle, Maxima's forced to play *THEIR* game for the approach phase, for a lot more time than they're forced to play HIS. I'd rather face a Takuma fireball spammer with King or Kensou, than Maxima.

King does such a good job in early positions, that I wouldn't want her for anchor. It's very nice absorbing limb attacks with trap shot (It catches as many sweeps on reaction as DPs!), but when the other 2 people on your team have superior, meterless anti-approach options, or superior "open up!" options (command throws, better crossups, etc), I'd rather keep those tools for "down to the wire" moments, y'know?

All that said, I think Maxima is an even better anchor now, than ever before. Being able to EX Press off counter hits opens up so many options. His hop attacks are also much easier to open up with now, and EX Air Vapor's Absolute Guardpoint VS normal Anti-Airs gives him a great way to not get controlled and silenced.
Title: Re: Maxima
Post by: Raynex on December 01, 2011, 09:45:15 AM
Louis/Reiki/SAB, you guys are the greatest. I really appreciate all the awesome feedback. I went to local KOFXIII weekly today and tried to get into the mindset of Maxima as an anchor...and it's amazing. He feels like a completely different character with all that bar. Any hit translates into at LEAST 40%.

Where I'm at right now:

He still feels a bit clunky, and hard to manage against other anchors (Kyo, Iori, Shen). I find myself getting beat air-to-air alot, even with my j.B/j.CDs. When it comes to AA, it feels like guard point is the way to go. I've been cancelling st.C into EX DP for AA (I think non-EX DP is too slow). Is there something more efficient I could be doing?

Oh, and I can never get cr.C low guard point to work. It gets stuffed by everything!
Title: Re: Maxima
Post by: Reiki.Kito on December 01, 2011, 11:23:08 AM
Louis/Reiki/SAB, you guys are the greatest. I really appreciate all the awesome feedback. I went to local KOFXIII weekly today and tried to get into the mindset of Maxima as an anchor...and it's amazing. He feels like a completely different character with all that bar. Any hit translates into at LEAST 40%.

Where I'm at right now:

He still feels a bit clunky, and hard to manage against other anchors (Kyo, Iori, Shen). I find myself getting beat air-to-air alot, even with my j.B/j.CDs. When it comes to AA, it feels like guard point is the way to go. I've been cancelling st.C into EX DP for AA (I think non-EX DP is too slow). Is there something more efficient I could be doing?

Oh, and I can never get cr.C low guard point to work. It gets stuffed by everything!

cr.C should be something you do on anticipation. If you know someone is going to go low, you get free anything if you GP or hit. For your st.C options, you have a lot of stuff. On hit, you could do super for free damage too. You can also do EX Vapor Cannon and EX Maxima Press will snag them out of the air.
Title: Re: Maxima
Post by: SAB-CA on December 01, 2011, 03:45:19 PM
Louis/Reiki/SAB, you guys are the greatest. I really appreciate all the awesome feedback. I went to local KOFXIII weekly today and tried to get into the mindset of Maxima as an anchor...and it's amazing. He feels like a completely different character with all that bar. Any hit translates into at LEAST 40%.

Glad to have helped:) It's amazing how quickly he can END a match at that point, It's really quite satisfying, haha. And If Kyo's get projectile-goody, it's BEAM time! Flames Iori is gonna hate this, too...

Quote
Where I'm at right now:

He still feels a bit clunky, and hard to manage against other anchors (Kyo, Iori, Shen). I find myself getting beat air-to-air alot, even with my j.B/j.CDs. When it comes to AA, it feels like guard point is the way to go. I've been cancelling st.C into EX DP for AA (I think non-EX DP is too slow). Is there something more efficient I could be doing?

Neutral Jump / hop CD is a great "Stop jumping at me!", but really, I wouldn't try to Air-to-Air with him much. Standing Jab and Guard points ARE your AA. Make them fall on that far D! If a character does a single hit move, going into that EX press off the guardpoint cancel is great, or just the regular fall.

I do have suprising success with Full jump D in Air-to-Air, but it's... awkward.

Quote
Oh, and I can never get cr.C low guard point to work. It gets stuffed by everything!

Remember, first off, this isn't a true "low" GP, it's like an anti-air to Deep jumpins, and to standing normals. Low attacks (Like Crouch Bs, and Sweeps) will totally destroy it. But it has great range + can be cancelled, so it's a calculated risk.

Speaking of Risk, I enjoy occassionally using ;d Maxima Press on opponent wakeup. If they do anyting that has any startup / or foward or backroll, they're gonna get grabbed. It's a nice mixup to On-wakeup VAPUH KANNUN / Stand D, as opponents like to start rolling through those, to punish his laggy attack / foward step momentum.

Pointer for Maxima Wiki: Guardpoint detection /absorbtion area and startup speed should really be noted under each of his normals / specials that have it.

The only one that is full body is his Air EX vapor, right? I'm pretty sure even his EX DM doesn't have low GP (which is kinda sad, lol.) However, I'm NOT sure if the DM and EX DM GPs behave any differently, as I don't believe it's ever been documented? The SRK Wiki says his EX DM is fully invincible on startup, have to test that myself... I thought I remembered being sweeped out of it before.
Title: Re: Maxima
Post by: Raynex on December 01, 2011, 07:54:57 PM
cr.C should be something you do on anticipation. If you know someone is going to go low, you get free anything if you GP or hit. For your st.C options, you have a lot of stuff. On hit, you could do super for free damage too. You can also do EX Vapor Cannon and EX Maxima Press will snag them out of the air.

Now would I be letting the C hit them, then cancelling it? The close or far C would both air reset my opponent after the GP. Doesn't that null and void any follow-ups? I come from years of SF so forgive me haha. Are standing C and D interchangeable for GP purposes, or is one better than the other?


Neutral Jump / hop CD is a great "Stop jumping at me!", but really, I wouldn't try to Air-to-Air with him much. Standing Jab and Guard points ARE your AA. Make them fall on that far D! If a character does a single hit move, going into that EX press off the guardpoint cancel is great, or just the regular fall.

I do have suprising success with Full jump D in Air-to-Air, but it's... awkward.

Remember, first off, this isn't a true "low" GP, it's like an anti-air to Deep jumpins, and to standing normals. Low attacks (Like Crouch Bs, and Sweeps) will totally destroy it. But it has great range + can be cancelled, so it's a calculated risk.

I usually jump forward with j.CD, so I'll try neutral jumping next time I play. Can I still combo EX Press off of a neutral j.CD CH?

j.D is so slow! It gets tagged by air-to-air j.As/Bs for free. I only use it to chip away at guard meter during a jump-in blockstring or to start combos if I'm punishing something.

I remember specifically seeing a japanese Maxima use cr.C to LOW GP Andy's cr.D (sweep) and cancel into Weak Vapor Cannon. You're saying non of his moves have low GP?
Title: Re: Maxima
Post by: SAB-CA on December 01, 2011, 08:56:52 PM
I usually jump forward with j.CD, so I'll try neutral jumping next time I play. Can I still combo EX Press off of a neutral j.CD CH?

You *MIGHT* be able to, but I generally only use EX Press off Counterwire hits myself, I don't like the chance of doing to too early, and eating a combo. I generally use the neutral jump CD wall more as a defense, rather than an offense, you could say.

Quote
j.D is so slow! It gets tagged by air-to-air j.As/Bs for free. I only use it to chip away at guard meter during a jump-in blockstring or to start combos if I'm punishing something.

It is slow, but I activate it on the way up. If me and the opponent both jumped, and they're planing to use a move WHEN they get that high, and I used mine befrorehand, they kinda "rest" onto Maxima's hitbox, and get hit, before their high-aimed Air-to-Air normal makes it out.

Risky, again, but it works in odd ways on occassion. I prefer staying grounded though, but I use the kick when jumping over fireballs sometimes, as the more-downward-than-bodybox attack does a good job of trading with DPs and stopping run-after techniques. This is during those annoying time when Lag / personal timing is making me sloppy-hop over (and thus, into) projectiles...

Quote
I remember specifically seeing a japanese Maxima use cr.C to LOW GP Andy's cr.D (sweep) and cancel into Weak Vapor Cannon. You're saying non of his moves have low GP?

This is where Maxima's GPs confuse me, you see, which Is why I wish for more GP documentation, haha. For me, it always seems like his GP box is more of a "If GP box meets attack box, GP works" style thing, which means that a Higher-up sweep can sometimes be guarded by a GP (Like Terry's or Iori's), but true "on the ground" lows will always win out (Such as most cround B's, and Maxima's own sweep.)

-------

In the bit of online play I did just recently, I have to say, his DM (and EX) is even more effective than I've traditionally given it credit for. I tried testing the Invincibility of EX DM VS sweeps in training, but only had a few minutes to do so, and came up with no conclusive answers... so if anyone wants to try it out VS various sweeps and such, feel free to do so! ;)
Title: Re: Maxima
Post by: Raynex on December 02, 2011, 03:49:07 AM
I usually jump forward with j.CD, so I'll try neutral jumping next time I play. Can I still combo EX Press off of a neutral j.CD CH?

You *MIGHT* be able to, but I generally only use EX Press off Counterwire hits myself, I don't like the chance of doing to too early, and eating a combo. I generally use the neutral jump CD wall more as a defense, rather than an offense, you could say.

Quote
j.D is so slow! It gets tagged by air-to-air j.As/Bs for free. I only use it to chip away at guard meter during a jump-in blockstring or to start combos if I'm punishing something.

It is slow, but I activate it on the way up. If me and the opponent both jumped, and they're planing to use a move WHEN they get that high, and I used mine befrorehand, they kinda "rest" onto Maxima's hitbox, and get hit, before their high-aimed Air-to-Air normal makes it out.

Risky, again, but it works in odd ways on occassion. I prefer staying grounded though, but I use the kick when jumping over fireballs sometimes, as the more-downward-than-bodybox attack does a good job of trading with DPs and stopping run-after techniques. This is during those annoying time when Lag / personal timing is making me sloppy-hop over (and thus, into) projectiles...

Quote
I remember specifically seeing a japanese Maxima use cr.C to LOW GP Andy's cr.D (sweep) and cancel into Weak Vapor Cannon. You're saying non of his moves have low GP?

This is where Maxima's GPs confuse me, you see, which Is why I wish for more GP documentation, haha. For me, it always seems like his GP box is more of a "If GP box meets attack box, GP works" style thing, which means that a Higher-up sweep can sometimes be guarded by a GP (Like Terry's or Iori's), but true "on the ground" lows will always win out (Such as most cround B's, and Maxima's own sweep.)

-------

In the bit of online play I did just recently, I have to say, his DM (and EX) is even more effective than I've traditionally given it credit for. I tried testing the Invincibility of EX DM VS sweeps in training, but only had a few minutes to do so, and came up with no conclusive answers... so if anyone wants to try it out VS various sweeps and such, feel free to do so! ;)

If you're neutral j.CD'ing' anyways, wouldn't you want to translate a stray counter-hit into big damage with EX Press? Using it defensively can give you openings to flip momentum in a match.

I hate that cr.C uses are so unclear. Hopefully we can figure out the GP properties of all of his moves. In other news...I took your advice and AAed an opponent from full screen with Neomax. My lord did THAT feel satisfying!
Title: Re: Maxima
Post by: Kane317 on December 02, 2011, 09:46:24 PM
The SNKP combo video for Maxima (http://youtu.be/bqN4AsDzdL0?t=7m) is too cool for school man.
Title: Re: Maxima
Post by: FlyMike on December 03, 2011, 02:00:42 AM
That's unbelievable, even after seeing it.

Shit...
Title: Re: Maxima
Post by: CCVengeance on December 03, 2011, 02:21:39 AM
The SNKP combo video for Maxima (http://youtu.be/bqN4AsDzdL0?t=7m) is too cool for school man.
Dat combo...
Too bad I have abandoned Maxima's combos and simply GP "bitch please" through everything.
It's been surprisingly effective.
Title: Re: Maxima
Post by: FlyMike on December 03, 2011, 06:24:37 AM

Too bad I have abandoned Maxima's combos and simply GP "bitch please" through everything.
It's been surprisingly effective.

Fucking exactly.

I run Max on point. Basic bnbs, hit-confirms, punish combos, and GP everything. Don't even use meter unless I need to get someone off the screen so I might throw an EX Vapor in the combo for extra dmg off the bounce, an EX Air Grab if I'm under pressure, EX Air Vapor to stop....whatever, or close C/D hit-confirm into super. But for the most part I sit on that bar with him and be a wall.

Got a few annoying matchups with him though. Kensou is like a fly in my ear and Andy is too irritating.


Personal gripe: I can't appreciate EX Press as much as some of you guys it seems. Dudes around here are trained to jab upon seeing regular press and simply block when they see the smoke from EX Press. Sure under the right pressure or mixup I can get either off, but I mean for the meter....kinda sucks that EX Press is blockable. Getting that move blocked is like losing a testicle.  It really is.
Title: Re: Maxima
Post by: Raynex on December 03, 2011, 11:40:36 PM
That combo on Raiden was ridiculous...god damn.

I'm running Maxima on anchor, because he honestly feels like half a character on point. There are simply so many characters that start to match his damage output in that position (because he has no bar), so he loses part of what makes him special. If you get one hit, ANY hit (as anchor), the opp. is losing 50%. Something as random as counter-hit j.CD can lead to EX Press -> rape. You can theoretically hop around and play your neutral game like Vice - fish for EX moves. That's how damn good he is with bar.

The D version of press is strictly noob-killer status; it's hard to use a grab that slow against good players strategically. The EX Press however doesn't need to be done randomly. You can literally sit there and wait for shit to whiff. If an opponent is mindlessly hopping about with early j.CDs or another aerial, wait for the move to retract and catch them right before they land for huge damage. You can literally punish any whiffed normal from anywhere on the screen. EX Press is bonkers.
Title: Re: Maxima
Post by: CCVengeance on December 04, 2011, 12:57:03 AM
How do I cancel M.Press to his double vapor cannon?
I've seen people use it all the time but I haven't figured it out...
Title: Re: Maxima
Post by: Sharnt on December 04, 2011, 01:21:33 AM
There si a follow-up on the throw, you cancel the follow-up.
You must do the follow up motion before hitting the wall and the SDM motion soon after it.
Title: Re: Maxima
Post by: Raynex on December 04, 2011, 03:31:47 AM
HCB+K -> QCB+B (follow-up) xx (EX) DM

Make sure you have dat 50% drive! Turns any command grab into 300+ damage lol
Title: Re: Maxima
Post by: CCVengeance on December 04, 2011, 09:41:21 PM
Oh yeah,I just kept trying to cancel the press directly.
In other news, I was playing a decent Maxima match online
but the lights went out as I was about to win.LOL
Title: Re: Maxima
Post by: desmond_kof on December 05, 2011, 01:22:48 AM
Hey Maxima players, the wiki got a small update, but we need more information in certain sections. If you want to submit something to the wiki (or point out any mistakes) please post them here for the time being. http://dreamcancel.com/wiki/index.php?title=Maxima_%28XIII%29 (http://dreamcancel.com/wiki/index.php?title=Maxima_%28XIII%29)
Title: Re: Maxima
Post by: Sharnt on December 05, 2011, 11:58:05 PM
I forgot to post this here :
 Haregoro testing Console Maxima :
http://www.elive.pro/en/watch/pbWNKum2nxHv (http://www.elive.pro/en/watch/pbWNKum2nxHv)

I didn't know maxima's neomax is free juggle, btw see haregoro playing around with him makes willing to play him again  :(
Title: Re: Maxima
Post by: BioBooster on December 06, 2011, 02:39:04 AM
Was watching that too. Looks like Haregoro wasn't happy with the damage nerf on press.

Cancelling off of autoguard looks a bit tougher than expected, but definitely still a nice new dynamic imo.
Title: Re: Maxima
Post by: Raynex on December 06, 2011, 04:01:15 AM
Thanks for posting the link. That sweep into HD Bypass DM -> NeoMax was whack as hell tho lol