Maxima's Technical Referencehttp://www.youtube.com/watch?v=9sBJCsCsBIY#t=3m35sMaxima 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