King of Fighters XIV > Maxima

Maxima

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Mr.Minionman:


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

(*) = EX OK
(!) = MAX OK

Throws
Dynamite Drop - (close) ;bk/ ;fd + ;c
Drop Bomb - (close) ;bk/ ;fd + ;d

Command Normals
M-9 Maxima Missile (Prototype) - ;df + ;c

Special Moves
M-4 Vapor Cannon -  ;qcb + ;a/ ;c (*)
Air M-4 Vapor Cannon - (in air) ;qcb + ;b/ ;d (*)
M-19 Blitz Cannon - ;dp + ;b/ ;d (*)
Maxima Press -  ;hcb + ;b/ ;d (*)
Maxima Press (Follow-Up) - ;qcb + ;a/ ;c

Super Special Moves
Double Vapor Cannon - ;qcf ;qcf + ;a/ ;c (!)
M-24 Atomic Laser -  ;qcf ;qcf +  ;b/ ;d (!)

Climax Super Special Move
MX-III CIWS Launcher - ;hcb ;hcb + ;a ;c

HandsomeDan:
Made a quick video with some beginner Maxima combos.



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)

Coliflowerz:
Good stuff man. And yeah, cl. D is used either as a punish against something like an uppercut, or after a cross up.

Ginorm:
Nice work on the combos!  The biggest issue I was having was finding anything MAX-mode cancels could do that would out class a non-MAX mode combo and it never occurred to me to cancel the 1st hit of cl.HP into Command Normal. So thanks for that info.

Still with the one corner combo doing more damage though with similar starters I think we'll see more raw activation with Maxima rather than MAX-mode cancels as the EX moves by themselves are very nice and it's one of the times when the damage is just easier to get from the non-MAX mode cancels that it's not worth the possible extra combo drop points. But still going to at least get those corner combos down, and maybe a couple others for the occasional style points ;)

I'm still going to put together a video, like have so far with Kukri, Love, and Muimui on Maxima's normal's, moves, etc to go a little in depth with those, but I'll refer to your posts and video for the combo parts so there won't be so much of me fumbling around trying to do them live.

Ginorm:
So here's the work I did on his normals, moves, and some other various notes while I was in the lab with Maxima.

Here's also the video companion I did explaining these as well (will link once uploaded): https://youtu.be/VUBp8UcN2R4

To talk about Maxima's neutral game we have to talk about Guard Points (sometimes referred to as Armor). Some normals, specials, and supers have GPs that will block a hit while performing that action. Maxima has several of these. It important to note that all of the grounded moves that have them will NOT block low hits or grounded fireballs.  It seems in my testing so far it also only good for one hit, though I have seem other moves like Gang-il's Shakka Shuu absorb multiple hits, so I could be wrong about that point. I just have not seen evidence yet that Maxima's get more then one hit.

Any move that has a Guard Point I'll note with the abbreviation GP.

Normals

st.LP: +1 on block, cancels, and Anti Air
st.LK: -1 on block, poke
st.HP: unsafe, GP, Anti Air
st.HK: -4, GP, poke

cl.LP: +1 on block, cancels, use to tick / combo into Command Throw
cl.LK: -3 on block, cancels, not found any use
cl.HP: -2 on block, 2 hits, cancels either hit
cl.HK: -4 on block, cancels

cr.LP: Even on block, cancels
cr.LK: +1 on block
cr.HP: -2 on block, cancels
cr.HK: unsafe

CD: unsafe
j.CD: very plus on block, drop kick, the extension makes it great for anti-airs

j.LP: cross up, decent nj.Air to Air
j.LK: fj.Air to Air
j.HP: cross up, body splash, very large hit box so it can be very ambiguous (my favorite normal in the game so far, just lots of fun)
j.HK: cross up, downward angle jump

Throws:

Forward Throw - leaves you at full screen away, except when the opponent is already against the wall or close to it
Back Throw - Hard KD though that's just to cover Maxima's recovery from the throw, left at a little less then round start distance

Command Normals: df.HP - Up angled attack, can be used as an Anti Air and combo extender.  Be aware there are certain ranges this will miss as a combo extender, you’ll need to learn these ranges so you don’t drop combos.  It is however still fairly safe at around minus 2-3 on block.  Suggestion would be at the ranges it would drop to use cr.HP instead with an empty cancel of the L.Vapor Cannon.  Just make sure to confirm the cr.HP hit before completing the cancel.

Specials

M-4 Vapor Cannon - qcb+P - [110/110/117] - Power Punch
Heavy: GP
EX: Causes a wallbounce

Air M-4 Vapor Cannon - in air qcb+P - [110/100/134] - Power Punch in the air
EX: GP

M-19 Blitz Cannon - DP+K - [150/150/192] Flys up and catches the opponent and throws them back down. Works in essence like a DP.

* The distance traveled is the same  for Light and Heavy, EX travels further
* EX is fully invincible, has an additional hit immediately on startup
Maxima Press - hcb+K (follow up qcb+P) [70/70/142 - 117/117/187 with the follow up]
Light: Command Throw, does not move, fully invincible on startup
Heavy: Dashes forward into a Command Throw, longer startup then Light
EX: Can be blocked, not a command throw, but starts up much faster than Heavy and still dashes.

Supers

Double Vapor Cannon - qcfx2+P [200 / 318] - Super version of the Vapor Cannon Attack
GP for both versions

Atomic Laser - qcfx2+K [177/330]  - Beam Attack
MAX is invincible on startup

Climax

MX-III CIWS Launcher - hcbx2+PP - [470] - Dash attack when hit starts animation that confirms all damage

* GP
* Has a long reach on the start of it, but dashes forward if that doesn’t reach
* Still is vulnerable to lows and ground fireballs.
Side Notes about Max Mode canceling with Maxima

Maxima may not want to MAX Mode cancel for several reasons:

* Max Mode cancels do less damage than non-Max Mode combos that spend the same amount of bar with the exception of very specific corner combos.
* This is due to only EX Vapor Cannon being the only extender from a wall bounce.  All other EX moves will end the combo and you can’t just chain EX Vapor Cannons.
* The only way to cancel into a super is using the wall bounce from EX Vapor Cannon or using the bounce to hit a normal Vapor Cannon and cancel from that as you cannot cancel a Super from an EX move directly.
* Low light confirms can cancel into Command Normal to provide combo paths to the high damage combos without a MAX Mode cancel.  Furthermore if the low light hit confirm starts out far enough where the Command Normal would not connect, there is no cancelable normal that you can confirm into by using MAX Mode cancel to continue the combo.
* EX moves Maxima have in general are far better than their normal counterparts by a larger margin than I’ve seen then other characters I’ve dabbled with the lab so far
From this I’ve concluded that typically if you are going to MAX Mode you are going to raw activate it to gain access to his high powered tools rather than canceling into it to provide a higher powered combo.

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