King of Fighters XIII > Maxima

Maxima wiki building thread

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nilcam:
http://dreamcancel.com/wiki/index.php?title=Maxima_(XIII)

Submissions, questions, comments and feedback should be posted here.

Reiki.Kito:
Guardpoint
So, in order to fully understand Maxima's guardpoint mechanic, I made it a separate section. Guardpoint is caused when someone attacks a person with a guardpoint move as they do said move. The start-up of the move is slowed, but the person who is being attacked takes no damage until the animation is complete. One might think of "Super Armor" in other fighting games, but the key differences are the following:



* You do not take damage when you guardpoint a move
* You can be grabbed out of the guardpoint move
* Unless the properties allow, two different hits will interrupt guardpoint
* Guardpoint moves are first in, last out. First person to do a guard point move when both are trying to do one is the last in priority.
* Some guardpoints are not full body.

Now, for Maxima, he has 6 normal moves with guardpoint. Those are st.C and st.D (Close), st.C and st. D  (far), d.C, and CD (Blowback). His C vapor cannon has guard point on start-up. EX Air Vapor Cannon has 360 degree guardpoint as well as his EX M19 Blitz Cannon (dp+BD). His regular DM has 360 degree guardpoint. Learning when and how to use guardpoint is a very important aspect. For example, only 1 normal move (d.C) can guardpoint low moves. Far D and close D can guardpoint mid area moves like fat fireballs. Far D can guardpoint multi-hit moves like Joe's Screw Upper or Ash's Thermidor as well as C Vapor Cannon. st.C (Far or Close) can stop jump-ins and can hit confirm into DMs. You can guardpoint attack grabs like Kyo's Kototsuki You (hcb+k) and any move that requires a hit. You can't guardpoint grabs like Leona's V Slasher DM or Vice's Splash.

In console, you will be able to cancel your normal specials while in guardpoint state into specials for an easy hit confirm. This makes learning the properties and uses of guardpoint even more important!

Reiki.Kito:
These are from the 50% thread, combos I made and did value data on.

Maxima
All of these work anywhere.

1 stock bar, 0 drive gauge
j.C, st.D, df+C, qcb+AC, df+C, dp+B = 487 dmg

1 stock bar, 1 drive gauge
j.C, st.D, hcb+B, qcb+P, [SC] qcf x2 + P = 446 dmg

1 stock bar, 1 drive gauge
j.C, st.D, df+C, qcb+A [SC] qcf x2 + P = 506 dmg

1 stock bar, 1 drive gauge
j.C, st.D, df+C, hcb+BD, qcb + P [DC] dp+B = 433 dmg

2 stock bar, 1 drive gauge
j.C, st.D, df+C, hcb+BD, qcb + P [DC] qcb+AC, df+C, dp+B = 553 dmg

2 stock bar, 1 drive gauge
j.C, st.D, hcb+B, qcb+P, [SC] qcf x2 + AC = 578 dmg

2 stock bar, 1 drive gauge
j.C, st.D, df+C, qcb+A [SC] qcf x2 + AC = 638 dmg

Corner only
2 stock bar, 0 drive gauge
hop.C, qcf+AC, st.D, df+C, qcb+AC, df+C (the other way), dp+K= 553 dmg

3 stock bar, 1 drive gauge
hop C, qcb+AC (in air), st.D, df+C, qcb+A, [SC] qcf+ACx2 = 714 dmg

Reiki.Kito:
Added in the Gameplay Notes, Pros, and Cons. Gonna work on his normal descriptions and uses next.

Reiki.Kito:
I've added in descriptions all normals, command normals, specials, DMs, and his Neomax. Just the strategy discussion and Maxima's wiki is done!

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