Made a quick video with some beginner Maxima combos.
https://www.youtube.com/watch?v=6PIIrJxRvw8
Here's some of the combos I've found so far. I removed some of the redundant ones further down. Sorry for any notation errors. Feel free to suggest more, I'm fairly new to the franchise so don't totally know everything.
Another note, cl.D can be used as a starter for a lot of these, but I didn't list it because the range on it is really short. It does more damage overall, but just feels more inconsistent.
Meterless:
cl.C, df.C xx qcb A (243 dmg)
cr.B, cl.A, df. C xx qcb A (218 dmg)
cl.C (1), df.C xx hcb B~qcb A (221 dmg, corner carry)
Corner Only:
CD > df.C xx qcb C (231 dmg)
CD > df.C xx dp D (263 dmg)
j.CD (Counter Hit) df.C xx dp D (323 dmg)
1 bar:
cl.C, df.C xx qcb A xx qcf~qcf A/C (403 dmg)
cr.B, cl.A, df. C xx qcb A xx qcf~qcf A/C (378 dmg)
CD > qcf~qcf B/D (222 dmg)
qcb P (Counter Hit) xx qcf~qcf K (304 dmg)
1 bar (Max Mode):
cl.C (1), df.C xx MAX > cl.C (1), df.C xx qcb AC > dp BD (379 dmg midscreen, 401 corner)
**Note: You can do 2 hits of cl.C to start with for more damage, but it's more difficult to link after the Max Mode Activation because of how far you are
cl.C (1), df.C xx MAX > cl.C (1), df.C xx qcb AC > hcb BD~qcb A (396 dmg, corner carry)
Corner Only:
CD > df.C xx qcb C xx qcf~qcf B/D (358 dmg - timing of super will affect damage/number of hits)
cl.C(1), df.C xx MAX > cl.C(1), df.C xx qcb AC > df. C xx dp BD (419 dmg, corner/close to corner only)
cl.C(1), df.C xx MAX > cl.C(1), df.C xx qcb AC > df. C > hcb BD~qcb A (434 dmg, corner/close to corner only, delay df.C and Maxima Press to connect)
2 bar:
cl.C, df.C xx qcb A xx qcf~qcf AC (493 dmg)
cr.B, cl.A, df.C xx qcb A xx qcf~qcf AC (468 dmg)
CD > qcf~qcf BD (348 dmg)
qcb P (Counter Hit) xx qcf~qcf BD (448 dmg)
cl.C(1), df.C xx MAX > cl.C(1), df.C xx qcb AC > qcb A xx qcf~qcf AC (528 dmg, midscreen only)
cl.C(1), df.C xx MAX > cl.C(1), df.C xx hcb B xx qcf~qcf AC (455 dmg, corner carry)
2 bar (Corner Only):
CD > df. C xx qcb C xx qcf~qcf AC (463 dmg) **Note - delay cancel into qcb C or Super to connect
cl.C(1), df.C xx MAX > cl.C(1), df.C xx qcb AC > df. C xx qcf~qcf BD (527 dmg, corner/close to corner only)
3 bar:
cl.C, df.C xx qcb A xx qcf~qcf A xx qcf~qcf BD (617 dmg)
cr.B, cl.A, df.C xx qcf~qcf A xx qcf~qcf BD (592 dmg)
cl.C(1), df.C xx hcb B xx qcf~qcf A xx qcf~qcf BD (580 dmg, corner carry)
CD > hcb~hcb AC (472 dmg)
Corner Only:
cl.C(1), df.C xx MAX > cl.C(1), df.C xx qcb AC > df. C > qcb A xx hcb~hcb AC (642 dmg, corner/close to corner only, delay last Vapor Cannon to connect)
CD > df.C xx qcb C xx qcf~qcf B/D xx qcf~qcf AC (529 dmg - timing of super will affect damage/number of hits)
4 bar:
cl.C, df.C xx qcb A xx qcf~qcf A xx hcb~hcb AC (726 dmg)
cr.B, cl.A, df.C xx qcf~qcf A xx hcb~hcb AC (701 dmg)
cl.C(1), df.C xx hcb B xx qcf~qcf A xx qcf~qcf BD (697 dmg, corner carry)
Corner Only:
CD > df.C xx qcb C xx qcf~qcf B/D xx hcb~hcb AC (607 dmg - timing of supers will affect damage/number of hits)
5 bar:
cl.C, df.C xx qcb A xx qcf~qcf AC xx hcb~hcb AC (792 dmg)
cr.B, cl.A, df.C xx qcb A xx qcf~qcf AC (767 dmg)
cl.C(1), df.C xx hcb B xx qcf~qcf AC xx hcb~hcb AC (769 dmg, corner carry)
cl.C(1), df.C xx MAX > cl.C(1), df.C xx qcb AC > qcb A xx qcf~qcf AC xx hcb~hcb AC (773 dmg, midscreen only)
cl.C(1), df.C xx MAX > cl.C(1), df.C xx hcb B xx qcf~qcf AC xx hcb~hcb AC (700 dmg, corner carry)
Corner Only:
CD > df. C xx qcb C xx qcf~qcf AC xx hcb~hcb AC (731 dmg) **Note - delay cancel into qcb C or Super to connect
cl.C(1), df.C xx MAX > cl.C(1), df.C xx qcb AC > df. C xx qcf~qcf BD xx hcb~hcb AC (742 dmg, corner/close to corner only)
cl.C(1), df.C xx MAX > cl.C(1), df.C xx qcb AC > df. C > qcb A xx qcf~qcf BD xx hcb~hcb AC (832 dmg, corner/close to corner only, delay last Vapor Cannon to connect)
https://www.youtube.com/watch?v=6PIIrJxRvw8
Here's some of the combos I've found so far. I removed some of the redundant ones further down. Sorry for any notation errors. Feel free to suggest more, I'm fairly new to the franchise so don't totally know everything.
Another note, cl.D can be used as a starter for a lot of these, but I didn't list it because the range on it is really short. It does more damage overall, but just feels more inconsistent.
Meterless:
cl.C, df.C xx qcb A (243 dmg)
cr.B, cl.A, df. C xx qcb A (218 dmg)
cl.C (1), df.C xx hcb B~qcb A (221 dmg, corner carry)
Corner Only:
CD > df.C xx qcb C (231 dmg)
CD > df.C xx dp D (263 dmg)
j.CD (Counter Hit) df.C xx dp D (323 dmg)
1 bar:
cl.C, df.C xx qcb A xx qcf~qcf A/C (403 dmg)
cr.B, cl.A, df. C xx qcb A xx qcf~qcf A/C (378 dmg)
CD > qcf~qcf B/D (222 dmg)
qcb P (Counter Hit) xx qcf~qcf K (304 dmg)
1 bar (Max Mode):
cl.C (1), df.C xx MAX > cl.C (1), df.C xx qcb AC > dp BD (379 dmg midscreen, 401 corner)
**Note: You can do 2 hits of cl.C to start with for more damage, but it's more difficult to link after the Max Mode Activation because of how far you are
cl.C (1), df.C xx MAX > cl.C (1), df.C xx qcb AC > hcb BD~qcb A (396 dmg, corner carry)
Corner Only:
CD > df.C xx qcb C xx qcf~qcf B/D (358 dmg - timing of super will affect damage/number of hits)
cl.C(1), df.C xx MAX > cl.C(1), df.C xx qcb AC > df. C xx dp BD (419 dmg, corner/close to corner only)
cl.C(1), df.C xx MAX > cl.C(1), df.C xx qcb AC > df. C > hcb BD~qcb A (434 dmg, corner/close to corner only, delay df.C and Maxima Press to connect)
2 bar:
cl.C, df.C xx qcb A xx qcf~qcf AC (493 dmg)
cr.B, cl.A, df.C xx qcb A xx qcf~qcf AC (468 dmg)
CD > qcf~qcf BD (348 dmg)
qcb P (Counter Hit) xx qcf~qcf BD (448 dmg)
cl.C(1), df.C xx MAX > cl.C(1), df.C xx qcb AC > qcb A xx qcf~qcf AC (528 dmg, midscreen only)
cl.C(1), df.C xx MAX > cl.C(1), df.C xx hcb B xx qcf~qcf AC (455 dmg, corner carry)
2 bar (Corner Only):
CD > df. C xx qcb C xx qcf~qcf AC (463 dmg) **Note - delay cancel into qcb C or Super to connect
cl.C(1), df.C xx MAX > cl.C(1), df.C xx qcb AC > df. C xx qcf~qcf BD (527 dmg, corner/close to corner only)
3 bar:
cl.C, df.C xx qcb A xx qcf~qcf A xx qcf~qcf BD (617 dmg)
cr.B, cl.A, df.C xx qcf~qcf A xx qcf~qcf BD (592 dmg)
cl.C(1), df.C xx hcb B xx qcf~qcf A xx qcf~qcf BD (580 dmg, corner carry)
CD > hcb~hcb AC (472 dmg)
Corner Only:
cl.C(1), df.C xx MAX > cl.C(1), df.C xx qcb AC > df. C > qcb A xx hcb~hcb AC (642 dmg, corner/close to corner only, delay last Vapor Cannon to connect)
CD > df.C xx qcb C xx qcf~qcf B/D xx qcf~qcf AC (529 dmg - timing of super will affect damage/number of hits)
4 bar:
cl.C, df.C xx qcb A xx qcf~qcf A xx hcb~hcb AC (726 dmg)
cr.B, cl.A, df.C xx qcf~qcf A xx hcb~hcb AC (701 dmg)
cl.C(1), df.C xx hcb B xx qcf~qcf A xx qcf~qcf BD (697 dmg, corner carry)
Corner Only:
CD > df.C xx qcb C xx qcf~qcf B/D xx hcb~hcb AC (607 dmg - timing of supers will affect damage/number of hits)
5 bar:
cl.C, df.C xx qcb A xx qcf~qcf AC xx hcb~hcb AC (792 dmg)
cr.B, cl.A, df.C xx qcb A xx qcf~qcf AC (767 dmg)
cl.C(1), df.C xx hcb B xx qcf~qcf AC xx hcb~hcb AC (769 dmg, corner carry)
cl.C(1), df.C xx MAX > cl.C(1), df.C xx qcb AC > qcb A xx qcf~qcf AC xx hcb~hcb AC (773 dmg, midscreen only)
cl.C(1), df.C xx MAX > cl.C(1), df.C xx hcb B xx qcf~qcf AC xx hcb~hcb AC (700 dmg, corner carry)
Corner Only:
CD > df. C xx qcb C xx qcf~qcf AC xx hcb~hcb AC (731 dmg) **Note - delay cancel into qcb C or Super to connect
cl.C(1), df.C xx MAX > cl.C(1), df.C xx qcb AC > df. C xx qcf~qcf BD xx hcb~hcb AC (742 dmg, corner/close to corner only)
cl.C(1), df.C xx MAX > cl.C(1), df.C xx qcb AC > df. C > qcb A xx qcf~qcf BD xx hcb~hcb AC (832 dmg, corner/close to corner only, delay last Vapor Cannon to connect)