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{{CharNavbox_XV}}
{{CharNavbox_XV}}
<section begin="image"/>[[File:KOFXV Maxima Profile.png|thumb|Maxima is a cyborg remodeled by NESTS. With 80% of his body comprised of machinery, he is equipped with weaponry everywhere.<br/>His fighting ability is far beyond that of any human. As a loyal intellectual full of heart, he also understands K' well.]]<section end="image"/>
<section begin="image"/>[[File:KOFXV Maxima Profile.png|thumb|Maxima is a cyborg remodeled by NESTS. With 80% of his body comprised of machinery, he is equipped with weaponry everywhere.<br/>His fighting ability is far beyond that of any human. As a loyal intellectual full of heart, he also understands K' well.
<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">
<big>'''Jump:''' 41f
<br>'''Hop:''' 35f
<br>'''Backdash:''' 21f
<br>'''Run Speed Ranking:''' 8
</big></div>]]<section end="image"/>
{{TOClimit|3}}
{{TOClimit|3}}
==Movelist==
==Movelist==
Line 54: Line 60:
| pros=
| pros=
* '''Tanky''': Upper body autoguard on all his heavy pokes, such as the cancelable 2C and CD. With the high hitstun of these moves there has never been an easier far standing normal hitconfirm into Max Mode.
* '''Tanky''': Upper body autoguard on all his heavy pokes, such as the cancelable 2C and CD. With the high hitstun of these moves there has never been an easier far standing normal hitconfirm into Max Mode.
* '''Great Up Close''': Maxima has a wide variety of thicc buttons, and gets fantastic reward off many of his options. A single hit can easily lead into a devious oki situation for the game.
* '''Great Up Close''': Maxima has a wide variety of big buttons, and gets fantastic reward off many of his options. A single hit can easily lead into a devious oki situation for the game.
* '''Fantastic Mixups''': Maxima gets lots of hard knockdowns and safejump option selects once he wins neutral. After this, he gets a ridiculous midscreen offense game with a high chip-damage pressure reset, left/right setups, a 1f command grab, a high damage instant overhead that grants HKD, massive jumping buttons, and frametraps galore.  
* '''Fantastic Mixups''': Maxima gets lots of hard knockdowns and safejump option selects once he wins neutral. After this, he gets a ridiculous midscreen offense game with a high chip-damage pressure reset, left/right setups, a 1f command grab, a high damage instant overhead that grants HKD, massive jumping buttons, and frametraps galore.  
* '''No Jumping In:''' Highly damaging anti-air combos from 3C and a very good anti air special force characters to approach on the ground, which Maxima is great at stopping.
* '''No Jumping In:''' Highly damaging anti-air combos from 3C and a very good anti air special force characters to approach on the ground, which Maxima is great at stopping.
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* '''Awful vs Ground Fireballs''': Maxima's speed already gives him issues here, but his lack of ways to actually deal with ground fireballs in constructive ways is a major hurdle.  
* '''Awful vs Ground Fireballs''': Maxima's speed already gives him issues here, but his lack of ways to actually deal with ground fireballs in constructive ways is a major hurdle.  
* '''Stubby''': Despite his size, Maxima's moves are stubbier than you'd expect. When tied with his speed, it makes his pokes much worse than they seem.
* '''Stubby''': Despite his size, Maxima's moves are stubbier than you'd expect. When tied with his speed, it makes his pokes much worse than they seem.
* '''Pisspoor Abare''': Bad framedata coupled with no confirms means that it's hard for Maxima to really threaten his opponents or turn the tides on defense. Which is quite ironic considering what he wants to do.
* '''Pisspoor Abare''': As a character with 5-frame status, Maxima is really unfortunate when it comes to abare (for reference, Antonov, the biggest character is the game, is 4-frame status). His frame-1 command grab has extremely short range, which makes it very hard for Maxima to get sticky opponents off of him.
}}
}}


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|moveId=maxima_stc
|moveId=maxima_stc
|description=
|description=
* Upper body autoguard.
* Maxima's fist is entirely disjointed, down to his wrist.
* The autoguard activates very fast, making this a good tool for negating projectiles, or even mashing during frametrap strings.  
A very slow but ''very'' armored st.C that can special cancel, allowing it to convert into devastating combos if it lands. Unsafe on hit and block, so it's recommended to cancel this into Vapor Cannon when possible for better pressure and reward.
}}
}}
====Far D====
====Far D====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=maxima_std
|moveId=maxima_std
|description=
|description=
* Upper body autoguard.
* Upper body autoguard on the latter half of startup frames (7-14).
* One of the few normals of his that can reliably outpoke lows.
Very strong poke. High damage, upper body armor on latter startup frames, very low recovery which makes it advantageous on hit and even on block. Maxima can pretty easily push people around with this move, and he has enough time to super cancel after tanking a hit for big damage.
Maxima sticks his boot out. This poke is incredibly important. For the priority it has thanks to its autoguard, its range and speed are acceptable. However, what makes this really great is its recovery. This move is even on block and +2 on hit, a stark rarity for far pokes. As such, you can smack people around with this and take it from there.
}}
}}


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|moveId=maxima_clc
|moveId=maxima_clc
|description=
|description=
* 2 hits.
* Hits twice. Does the same amount of damage as cl.D.
* Upper body autoguard
* Upper body autoguard in the latter half of startup (3-5)
Regular jump-in combos requires that you cancel the first hit to 3C, but after crossups you're close enough for the full two hits into 3C.  
The faster heavy starter. The second hit has a lot of pushback and can cause 3C to whiff during jump in combos, so it's recommended to use cl.D in such scenarios.
}}
}}


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|moveId=maxima_cld
|moveId=maxima_cld
|description=
|description=
*Slow and with a lot of pushback. Has trouble comboing into 3C after regular jump-ins.
 
*Upper body autoguard exists.
*Upper body autoguard in the last few startup frames+ to the first five active frames (7-14)
Maxima's most damaging close normal. It's main use is as an autoguarding (& throw breaking) frametrap after jump attacks that connect very high in the jump arc. Safe on block.
Slow heavy starter with a lot of armor and less prone to being pushed out of range for 3C than cl.C.
}}
}}


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|moveId=maxima_cra
|moveId=maxima_cra
|description=
|description=
* Light confirm. Combos into 236A, but it's tight.  
One of Maxima's fastest normals, useful for abare. Even on block, which is rather unusual for a cr.A in XV.
}}
}}
====Crouch B====
====Crouch B====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
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|description=Incredibly slow 2B.
|description=Incredibly slow 2B.
* Low light confirm, but requires for Maxima to be very very close.
* Low light confirm, but requires for Maxima to be very very close.
* 624B grab can be linked after.  
* +3 on hit and +1 on block. You can link 624B afterwards.
 
2B is Maxima's only +oB button that isn't limited by proximity. As a plus-on-block low (the only one of its kind), 2B can be used as a frame-trap or mixup.
}}
}}


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|moveId=maxima_crc
|moveId=maxima_crc
|description=
|description=
* Upper body autoguard.
* Whiff-cancelable.
* Situational lower body autoguard - IE: Will autoguard Chris 2D, Leona 2D, and Terry 2D. Will not guardpoint 2B
* Upper-body armor for a brief period during startup (4-7)
* Great cancellable poke - Can potentially hit behind him
Almost a better version of st.C. Better range, command and whiff cancelable, and better advantage.
* Can be used to autoguard a full jump attack from opponent. Timing it well will allow Maxima to autoguard the jump in, hit the opponent as they land, and confirm into a full combo
Incredibly useful as it's easy to hitconfirm this into 214AC.  
}}
}}


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|name=jump A
|name=jump A
|input=j.A
|input=j.A
|captions= Hop Version (Hitbox), Jump Version
|description2=
|description2=
* Cancels into j.214P.  
* Cancels into j.214P.  
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|name=jump B
|name=jump B
|input=j.B
|input=j.B
|captions= Hop Version (Hitbox), Jump Version
|description2=
|description2=
* Dedicated air-to-air button, but the only reason to use it over j.A is that its shorter range leaves you closer to the opponent upon landing.  
* Dedicated air-to-air button, but the only reason to use it over j.A is that its shorter range leaves you closer to the opponent upon landing.  
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|name=jump C
|name=jump C
|input=j.C
|input=j.C
|captions= Hop Version (Hitbox), Jump Version
|description2=
|description2=
* Big fat crossup.
*Crossup hitbox extends from Maxima's inner elbow to his inner ankle.
* Cancels into j.214P.
 
* Can be low profiled under.  
Grappler body splash. Great for crossing up opponents.
* Positive when used at the apex (max height) of a hop. Approximately +4~5 at this point. Can be used as a frame trap on landing with 2A.
This is your midscreen okizeme. Establish left/rights with this to open up your 5 way mix (left/right/high/low/command grab).
}}
}}


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* Causes a hard knockdown on air hit.
* Causes a hard knockdown on air hit.


Maxima has a very unique blowback with different properties than every other blowback in the game. It does 90 dmg instead of the usual 75. It also causes a sliding hard knockdown on air hit, similar to the knockdown you get from 214P, and a wall bounce on counter hit, allowing for juggles. This is a useful and rewarding neutral tool as long as you're wary of its speed.
Maxima has a very unique blowback with different properties than every other blowback in the game. It does 90 damage instead of the usual 75. It also causes a sliding hard knockdown on air hit, similar to the knockdown you get from 214P, and a wall bounce on counter hit, allowing for juggles. This is a useful and rewarding neutral tool as long as you're wary of its speed.


You can switch up the range of your whiff cancel with a delay cancel, but it's tricky. Connecting this midscreen and then using 236AC will allow you to follow up with 3C 214C.
You can switch up the range of your whiff cancel with a delay cancel, but it's tricky. Connecting this midscreen and then using 236AC will allow you to follow up with 3C 214C.
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*Shatterstrike point blank at the corner puts you at perfect range to do 3C, 236C, 236A auto-timed.
*Shatterstrike point blank at the corner puts you at perfect range to do 3C, 236C, 236A auto-timed.
*Anti-air shatter strike will require micro dash 3C into your usual finishers (214C -> Super, 623B/D/BD, 624BD, 236C -> 624BD, 214A/C)-
*Anti-air shatter strike will require micro dash 3C into your usual finishers (214C -> Super, 623B/D/BD, 624BD, 236C -> 624BD, 214A/C)-
}}
====AdvanceStrike====
{{FrameDataCargo-KOFXV
|moveId=maxima_214cd
|description=
*Same animation and range as his CD.
* The throw counter is at the feet.
}}
}}


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|name=M-9 Maxima Missile (Prototype)
|name=M-9 Maxima Missile (Prototype)
|input=3C
|input=3C
|captions= You DARE jump in on Maxima?
|captions=
|description=
|description=
An upwards angled cross that puts airborne opponents into a juggle state on hit.
An upwards angled cross that puts airborne opponents into a juggle state on aerial hit.
* Combos from lights, used to convert into specials that normally only cancel from heavies.
* Combos from lights, used to convert into specials that normally only cancel from heavies.
* Forces standing on grounded opponents.
* Forces standing on grounded opponents.
* Shifts Maxima slightly forward. Connects from st.A at closer ranges.
* Shifts Maxima forward slightly. Connects from st.A at closer ranges.


Legitimately one of the scariest anti-airs in the game and one of the main reasons you shouldn't try to jump in on Maxima if he's not vulnerable. Connects into 214P, 623K, and 624BD (must be delayed) if it anti-airs.
Legitimately one of the scariest anti-airs in the game and one of the main reasons you shouldn't try to jump in on Maxima if he's not vulnerable. Connects into 214P, 623K, and 624BD (must be delayed) if it anti-airs.
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|name=M-4 Vapor Cannon
|name=M-4 Vapor Cannon
|input=214A/C/AC
|input=214A/C/AC
|captions= Catch them pressing buttons
|captions= Catch them pressing buttons / Normal Version (Hitbox), EX Version (Hitbox)
|description3=
|description3=
Maxima rears his fist back before lunging forward with a straight punch.
Maxima rears his fist back before lunging forward with a straight punch.
* Always causes a hard knockdown, unlike most other physical specials.
* Always causes a hard knockdown, unlike most other physical specials.
* Causes a wall-bounce on counterhit, allowing for extensions similar to the '''EX''' version.
* Causes a wall-bounce on counterhit, allowing for extensions similar to the '''EX''' version.
* Capable of negating projectiles.
* Vapor Cannon has a ''projectile hitbox'' and is therefore '''immune to physical counters.'''
* '''C''' version can be followed up by '''EX''' M-19 Blitz Cannon in the corner if the opponent is juggled high enough.


This is the move that defines Maxima. Working as a combo ender as well as a neutral threat, Vapor Cannon is an attack that trades speed for immense reward on hit. Vapor Cannon also has the unique property of causing a wall-bounce on counterhit, a characteristic that no other specials in the game have. Vapor Cannon already does a lot of damage on hit, so Maxima can very easily kill opponents with proper usage of Vapor Cannon. Even if he doesn't counterhit, Maxima can still initiate a wall-bounce by spending half a bar (at the cost of being wide open on whiff or block), making this move scary regardless of the situation.  
This is the move that defines Maxima. Massive hit, block and guard damage, safe to very plus on block, ''wallbounces on counterhit'', and to top it all off, Vapor Cannon has a static projectile hitbox, which means '''Vapor Cannon cannot be countered whatsoever'''. Sooner or later, Vapor Cannon will end up killing the opponent, whether it be through hit confirms, chip outs, or a guard crush.


Vapor Cannon is also ''very'' difficult to punish. The '''A''' version is slightly minus, but has immense pushback, making it very safe. The '''C''' version, on the other hand, is +4 on block, making it impossible to punish. If that wasn't frightening enough, Vapor Cannon has a ''massive'' amount of guard damage. At 160 guard damage, Maxima can break guards very quickly if he is able to mount pressure.
Vapor Cannon's only weakness, if any, is its startup. Meterless Vapor Cannon's minimum startup is 19 frames, so savvy players can counterpoke Maxima during pressure strings. It doesn't help that Maxima mostly lacks plus-on-block buttons. Maxima's buttons are also quite slow, so he's quite prone to getting stuffed out before he can mount an offensive.
}}
}}


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|name=Air M-4 Vapor Cannon
|name=Air M-4 Vapor Cannon
|input=j.214A/C/AC
|input=j.214A/C/AC
|captions= Normal Version (Hitbox), EX Version
|description3=
|description3=
* Overhead attack.
Aerial version of Vapor Cannon.
* Very fast if TK'd properly (4F jump start-up + 11F move start-up = 15F total startup)
* Static projectile hitbox.
* Hard to punish at midscreen due to pushback.
* Can be canceled into from j.A and j.C.
* Cancels from j.A and j.C for "double overhead" jump-ins.  
* Minimum startup from a TK input (2149) is 15 frames. (4F jump start-up + 11F move start-up).
* Hard knockdown
 
* EX version has full autoguard and can beat most reversals clean. It's also much safer.
Essentially a worse version of Vapor Cannon. Lower damage, very unsafe on block, and middling reward. It also lacks the disjoint of grounded Vapor Cannon. There's no real point to using this.
* Negates projectiles just like the regular Vapor Cannon.  
Mix this in with your midscreen pressure and oki game to turn their brain into mush. If you buffer it right you can even armor through abare. It's not easy at all though. <br/>
In the corner, utilize this as a high-low mix-up situation with your close B, 2B on a knockdown. This is especially useful if you've cornered someone with EX Maxima Press.
}}
}}


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|name=M-19 Blitz Cannon
|name=M-19 Blitz Cannon
|input=623B/D/BD
|input=623B/D/BD
|captions= Normal Version (Hitbox), EX Version
|description3=
|description3=
Maxima launches himself into the air to grab an opponent. If he connects with an airborne opponent, he will slam them into the ground.
Anti-air grab.
* Only the '''EX''' version catches grounded opponents and is fully invulnerable on startup.
* Only the '''EX''' version catches grounded opponents and is fully invulnerable on startup.


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|name=Maxima Press
|name=Maxima Press
|input=624B/D/BC, 214A/C
|input=624B/D/BC, 214A/C
|captions= Frame 1, slow startup but dashing grab
|captions= Frame 1 / B Version (Hitbox), slow startup but dashing grab / D Version (Hitbox), EX Version (Hitbox)
|description5=
|description5=
A command grab that has two variants. If 624B is inputted, Maxima will reach forward with a grab that has 1 frame of startup. If 624D is inputted, Maxima will briefly pause before launching himself forwards to grab the opponent. Both versions end with Maxima slamming the opponent into the corner of the screen and function as good mixup tools.
A command grab that has two variants. If 624B is inputted, Maxima will reach forward with a grab that has 1 frame of startup. If 624D is inputted, Maxima will briefly pause before launching himself forwards to grab the opponent. Both versions end with Maxima slamming the opponent into the corner of the screen and function as good mixup tools.
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Both versions have a followup that tacks on an additional 40 damage, but decreases oki slightly.
Both versions have a followup that tacks on an additional 40 damage, but decreases oki slightly.
----
----
'''B version:''' Very short range for a KoF command grab, and despite being frame 1, it will not connect after 3C in combos. Can only be used if you're very very close. Works as a "get off me" button on wakeup and as an up-close mixup.
'''624B:''' Extremely short range, which makes it very hard to land. Works as a "get off me" button on wakeup and as an up-close mixup.
----
----
'''D version:''' Faster than it used to be, but still too slow to be used in combos. Basically just a midscreen threat when the opponent is too scared to fight back.
'''624D:''' Faster than it used to be, but still too slow to be used in combos. Basically just a midscreen threat when the opponent is too scared to fight back.
----
----
'''EX version:''' A hitgrab, meaning it can't be used for mixups. The only version that can reliably be used as a combo ender. Combos from lights. The followup for this version does 10 more damage than the meterless versions.
'''624BD:''' A hitgrab, meaning it can't be used for mixups. The only version that can reliably be used as a combo ender. Combos from lights. The followup for this version does 10 more damage than the meterless versions.
}}
}}


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|name=Maxima Charge
|name=Maxima Charge
|input=236A/C/AC
|input=236A/C/AC
|captions= A Version (Hitbox), C Version,, EX Version
|description3=
|description3=
* Maxima's new forward charge. Safe if spaced right (ie. when canceled from CD/2C/2D), but you should be extra careful vs grapplers.  
A brand new move for Maxima that has some relatively niche use, useful for comboing from lights without 3C or for combo juggles. Has some decent forward movement, but needs to be used from farther ranges in order to be safe.
* Generally inferior to Vapor Cannon, but its forward movement keeps you safe from the roll-through punishers those are susceptible to.
----
* These can be used after knockdowns to move forward and build meter at the same time.
'''236A:''' Combos from lights, but carries a risk of being blocked if Maxima isn't very close. Soft knockdown.
* A version is quick but easier to punish. Causes a soft knockdown.
----
* C version has upper body autoguard during its very slow wind-up. This version recovers faster, being even plus if spaced right. It also looks very similar to the 624D running grab, while being much harder to jump. Causes a hard knockdown.
'''236C:''' Doesn't combo from anything, but has upper body armor in its later startup frames, which can make it hard to counter. Important in corner juggles, where 623K will almost always hit. Hard knockdown.
* EX version has both speed and autoguard, is much safer and causes hard knockdown. It also does a whopping 180 damage.
----
C version is very important in corner juggles. Late hit can juggle into 236A, and if you miss that 623K will almost always hit.
'''236AC:''' Faster than 236C and also has armor in its later startup frames. Causes a significantly longer knockdown than the meterless versions.
}}
}}


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|moveId=maxima_236236a/c,maxima_236236ac
|moveId=maxima_236236a/c,maxima_236236ac
|name=Double Vapor Cannon
|name=Double Vapor Cannon
|captions= Use after 214P to traumatize the opponent
|captions= GGs thanks for playing / Normal Version (Hitbox),, Max Version
|input=236236A/C/AC
|input=236236A/C/AC
|description2=
|description2=
*Has a combination of upper body invinciblity & autoguard on frame 1.  
* Like Vapor Cannon, has a very disjointed static projectile hitbox.
*Lots of pushback on block makes it tricky to punish, but can be rolled through after seeing the flash.
* Very short range. Be careful with how you use this.
*Preferred combo ender, but doesn't always connect.
Maxima's most damaging super that has poor range, with a hitbox only extending to the end of the visual shockwave. Has a large amount of pushback on block, but can still be punished.
A/C version is good for anti-airing hops or blowing through frametraps, as it also gets +50 damage on counter hit.  
}}
}}


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|name=M-24 Atomic Laser
|name=M-24 Atomic Laser
|input=236236B/D/BD
|input=236236B/D/BD
|captions= Normal Version (Hitbox), Max Version
|description2=
|description2=
* Laser beam that beats projectiles (including supers of the same level).
* Scales with its own hits (20% for the normal version, 25% for the '''MAX''' version).
* Can't be jumped or rolled through, so the opponent is forced to take the chip damage.
* Travels fullscreen.
* EX has full invincibility.
 
Very good to just throw out vs opponents who likes to jump around or throw out special moves from far away. Some characters also have a really hard time punishing it.
Maxima's fullscreen laser, preferable in scenarios where Double Vapor Cannon won't land. Scales with its own hits, which can cause longer combos to do less damage than they should.
This super scales itself with its own hits, ending with 20% scaling for the normal versions and 25% for the MAX version. This causes shorter combos into climax to do significantly less damage.
}}
}}



Latest revision as of 03:05, 26 June 2024

The King of Fighters XV

OverviewStrategyDataCombosReplays

Maxima is a cyborg remodeled by NESTS. With 80% of his body comprised of machinery, he is equipped with weaponry everywhere.
His fighting ability is far beyond that of any human. As a loyal intellectual full of heart, he also understands K' well.
Jump: 41f
Hop: 35f
Backdash: 21f
Run Speed Ranking: 8

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Dynamite Drop - / +

Drop Bomb - / +

Command Normals

M-9 Maxima Missile (Prototype) - +

Special Moves

M-4 Vapor Cannon - + / (*)

Air M-4 Vapor Cannon - (Mid-air) + / (*)

M-19 Blitz Cannon - + / (*)

Maxima Press - + / (*)

Follow-Up, after Maxima Press, + /

Maxima Charge - + / (*)

Super Special Moves

Double Vapor Cannon - + / (!)

M-24 Atomic Laser - + / (!)

Climax Super Special Moves

MX-III CIWS Launcher - +

Gameplay Overview

Maxima is a rather unorthodox grappler whose gameplan revolves not around landing command grabs, but using his set of powerful space control tools to get in and shut the opponent down entirely.

Maxima's signature special move is Vapor Cannon (214P[P]), an attack with very interesting properties. Besides always granting a hard knockdown on hit, it wallbounces on counterhit, leading to devastating levels of damage. Vapor Cannon is also very hard to punish and has a ridiculous amount of guard damage, which overall makes it a very scary move to deal with. The aerial version (j.214P[P]) is a near-instant overhead. His sole command normal, M-9 Maxima Missile (Prototype) (3C) has some frightening properties as well. Besides being able to cancel from light normals, it puts the opponent into a juggle state if they're in the air, leading to immensely damaging combos that don't require meter. If that wasn't concerning enough, Maxima also has an anti-air grab in Maxima Blitz Cannon (623K[K]), which has very fast startup. In short: You don't want to jump in on Maxima. You will regret it.

Once Maxima gets in, it's hard to get him out. All of Maxima's heavy normals have upper body armor (except for his sweep, which has lower body armor), which can make it very difficult to counterpoke him. Even his blowback has upper body armor, and wallbounces the opponent on counterhit (similar to Vapor Cannon) and gives a sliding hard knockdown on air hit. Try to keep him out of range, and you might find yourself having to deal with M-24 Atomic Laser (236236K[K]) an immensely active fullscreen laser blast that beats projectiles and supers of the same level. It's so active, in fact, that it cannot be jumped over or rolled through, and you will always be forced to take a large amount of chip damage. Try to get too close, and you might get hit by an EX Blitz Cannon, a fully invincible command grab that hits even grounded opponents, or a light Maxima Press (624B), a frame-1 command grab that sends the opponent back to their side of the screen with Maxima.

And when Maxima has finally beaten the opponent mentally, he becomes a one-of-a-kind nightmare. Maxima has huge damage in every area across the board, from poking, to punishes, and breaking the opponent open, such as with heavy Maxima Press (624D), a fast dashing command grab that goes almost fullscreen and is relatively difficult to counterpoke. Maxima can easily whittle down vulnerable opponents in mere seconds.

However... if you're not afraid of Maxima, then it's a different story. Big, sluggish, and very immobile, Maxima is prone to getting obliterated by opponents with good offense and defense. But if you like the idea of playing a walking tank who can blow up opponents just as hard as he can get blown up himself, then Maxima might be your character. Maxima is best played in battery or anchor position, as he performs much better with meter on hand.

Maxima is a unique powerhouse character who excels at destroying the opponent with powerful mixups when he gets in.
Pros Cons
  • Tanky: Upper body autoguard on all his heavy pokes, such as the cancelable 2C and CD. With the high hitstun of these moves there has never been an easier far standing normal hitconfirm into Max Mode.
  • Great Up Close: Maxima has a wide variety of big buttons, and gets fantastic reward off many of his options. A single hit can easily lead into a devious oki situation for the game.
  • Fantastic Mixups: Maxima gets lots of hard knockdowns and safejump option selects once he wins neutral. After this, he gets a ridiculous midscreen offense game with a high chip-damage pressure reset, left/right setups, a 1f command grab, a high damage instant overhead that grants HKD, massive jumping buttons, and frametraps galore.
  • No Jumping In: Highly damaging anti-air combos from 3C and a very good anti air special force characters to approach on the ground, which Maxima is great at stopping.
  • Safejumps from anything: Going into any of his BNBs gives maxima easy 4f safejumps. Which are perfect for a character that deals so much damage.
  • Incredibly Slow: Maxima's movement on the ground and in the air are some of the slowest in the game. If this wasn't bad enough, all of his moves are both slow in activation and recovery, making him both slow to start and committal.
  • Terrible Lows: Maxima's 2B is frame 7, unchainable, has bad whiff recovery, and requires him to be very close to get anything off it. And that's his best low.
  • Awful vs Ground Fireballs: Maxima's speed already gives him issues here, but his lack of ways to actually deal with ground fireballs in constructive ways is a major hurdle.
  • Stubby: Despite his size, Maxima's moves are stubbier than you'd expect. When tied with his speed, it makes his pokes much worse than they seem.
  • Pisspoor Abare: As a character with 5-frame status, Maxima is really unfortunate when it comes to abare (for reference, Antonov, the biggest character is the game, is 4-frame status). His frame-1 command grab has extremely short range, which makes it very hard for Maxima to get sticky opponents off of him.


Quick Combo Reference

In a nutshell

  • Basic combo route is (any normal) > 3C > 214A > [anything].
  • If you have half a bar to spare: (any normal) > 3C > 214AC > 214A.
  • Max damage for 50% bar: (any normal) > 3C > 214AC > microstep > 3C > 214C = 340~395 dmg. Very meter efficient combo and the BNB you should use the most when not trying to combo into supers. There is almost no reason ever to not use this combo due to the damage and meter efficiency.
  • Combo into (EX) Maxima Press for great oki: (any normal) > 3C > 214AC > microstep > 3C > 624BD > 214P = 372~427 + corner safejump for 1 meter.

Quick Combo Reference

Notation

0 Meter

Light Confirm
Anywhere

2A, 3C, 214A = 190 dmg
Close C (1 hit), 3C, 214A = 205 dmg

1 Meter

Anywhere
Anywhere

Close 5C (1 hit), 3C, 214A, 236236P = 392 dmg
Close D, 3C, 214AC, 3C, 624BD, 214P = 395 dmg

2 Meters

Poke Confirm
Corner

2C, 214A, 236236AC = 526 dmg
Close D, 3C, 214AC, 3C, 236C, 236A, 236236P = 593 dmg

Normals

Far Standing Normals

Far A

stand A
st.A
st.A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 6 4 10 +1 -1 - 30 60
  • Huge anti-air jab.
  • Cancelable, so you can technically get juggles after counter hitting a hop attack.
  • Whiffs on crouchers but recovers quickly. Useful for baiting responses from opponents up close and far away.

Far B

stand B
st.B
st.B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Mid - 7 5 9 +1 -1 - 30 60
  • Maximas longest light attack, and one of his few normals that can outpoke 2Bs (with a few exceptions).
  • Decent panic button if you spot movement just outside of poking range, where it catches the startup of hops while not being duckable. It can however be swept under by many characters.

Far C

stand C
st.C
st.C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Mid special 13 5 22 -6 -8 Upper Body Armor: 4 to 12 (9 frames) 70 120
  • Maxima's fist is entirely disjointed, down to his wrist.

A very slow but very armored st.C that can special cancel, allowing it to convert into devastating combos if it lands. Unsafe on hit and block, so it's recommended to cancel this into Vapor Cannon when possible for better pressure and reward.

Far D

stand D
st.D
st.D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
90 Mid super 15 5 14 +2 0 Upper Body Armor: 7 to 14 (8 frames) 70 120
  • Upper body autoguard on the latter half of startup frames (7-14).

Very strong poke. High damage, upper body armor on latter startup frames, very low recovery which makes it advantageous on hit and even on block. Maxima can pretty easily push people around with this move, and he has enough time to super cancel after tanking a hit for big damage.

Close Standing Normals

Close A

close A
cl.A
cl.A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 5 4 8 +3 +1 - 30 60
  • Generic close jab. Starts the autocombo.

Close B

close B
cl.B
cl.B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Low command 7 5 13 -3 -5 - 30 60
  • Low that combos into 3C, but requires very close range, best kept for crossups or emptyjumps.

Close C

close C
cl.C
cl.C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 (40+40) Mid command 6 3 (1) 6 16 -1 -3 Upper Body Armor: 3 to 5 (3 frames) 80 (40+40) 120 (60+60)
  • Hits twice. Does the same amount of damage as cl.D.
  • Upper body autoguard in the latter half of startup (3-5)

The faster heavy starter. The second hit has a lot of pushback and can cause 3C to whiff during jump in combos, so it's recommended to use cl.D in such scenarios.

Close D

close D
cl.D
cl.D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Mid command 9 6 15 0 -2 Upper Body Armor: 7 to 14 (8 frames) 70 120
  • Upper body autoguard in the last few startup frames+ to the first five active frames (7-14)

Slow heavy starter with a lot of armor and less prone to being pushed out of range for 3C than cl.C.

Crouch Normals

Crouch A

crouch A
cr.A
cr.A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 5 6 7 +2 0 - 30 60

One of Maxima's fastest normals, useful for abare. Even on block, which is rather unusual for a cr.A in XV.

Crouch B

crouch B
cr.B
cr.B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
15 Low super 7 5 7 +3 +1 - 15 30

Incredibly slow 2B.

  • Low light confirm, but requires for Maxima to be very very close.
  • +3 on hit and +1 on block. You can link 624B afterwards.

2B is Maxima's only +oB button that isn't limited by proximity. As a plus-on-block low (the only one of its kind), 2B can be used as a frame-trap or mixup.

Crouch C

crouch C
cr.C
cr.C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid command 13 8 14 -1 -3 Upper Body Armor: 4 to 7 (4 frames) 70 120
  • Whiff-cancelable.
  • Upper-body armor for a brief period during startup (4-7)

Almost a better version of st.C. Better range, command and whiff cancelable, and better advantage.

Crouch D

crouch D
cr.D
cr.D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Low special 11 3 24 SKD (+22) -8 Low Body Armor Frames: 7 to 10 (4 frames) 70 120
  • Extremely long sweep.
  • Cancelable, but not on whiff.
  • Lower Body guardpoint - Can armor through normals like 2B or even Krohnen's 2C

You can cancel this into 236A for some shenanigans when spaced. But beware if they block as you'll be minus. It does help in frametraps though. Examples of frame traps: 2D > 236C will catch people attempting to jump. 2D > 624D will catch people blocking too long or will catch someone tech rolling after a hit.

Jump Normals

Jump A

jump A
j.A
j.A

Hop Version (Hitbox)

Hop Version (Hitbox)
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop A hop A

40 High special 5 7 1 on ground - - - 30 50

jump A jump A

45 High special 5 10 1 on ground - - - 30 60
  • Cancels into j.214P.
  • Hits deep.
  • Useful for jumping in or as an air-to-air. Very versatile button with a big amount of active frames.

Jump B

jump B
j.B
j.B

Hop Version (Hitbox)

Hop Version (Hitbox)
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop B hop B

40 High - 6 10 1 on ground - - - 30 50

jump B jump B

45 High - 6 11 1 on ground - - - 30 60
  • Dedicated air-to-air button, but the only reason to use it over j.A is that its shorter range leaves you closer to the opponent upon landing.
  • Positive when used at the apex (max height) of a hop. Approximately +4~5 at this point. Can be used as a frame trap on landing with 2A

Jump C

jump C
j.C
j.C

Hop Version (Hitbox)

Hop Version (Hitbox)
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop C hop C

70 High special 12 8 1 on ground - - - 70 100

jump C jump C

70 High special 12 10 1 on ground - - - 70 120
  • Crossup hitbox extends from Maxima's inner elbow to his inner ankle.

Grappler body splash. Great for crossing up opponents.

Jump D

jump D
j.D
j.D

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop D hop D

70 High - 13 7 1 on ground - - - 70 100

jump D jump D

70 High - 13 9 1 on ground - - - 70 120
  • Hits very deep and will hit before Maxima lands (making it negative on hit or block)
  • Use as an alternative jump-in option or for jumping backwards to deter grounded opponents from approaching with crouching B.
  • Can cross up on full jump at specific spacings.

Blowback

Blowback

Blowback
CD
CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
90 Mid special 19 7 23 Wall Splat - HKD(gnd - 70 to 86) -7 Upper Body Armor: 15 to 18 (4 frames) 100 160
  • Upper body autoguard, not during the wind-up but the actual swing part.
  • Can be whiff canceled to gain more range on specials.
  • Causes a hard knockdown on air hit.

Maxima has a very unique blowback with different properties than every other blowback in the game. It does 90 damage instead of the usual 75. It also causes a sliding hard knockdown on air hit, similar to the knockdown you get from 214P, and a wall bounce on counter hit, allowing for juggles. This is a useful and rewarding neutral tool as long as you're wary of its speed.

You can switch up the range of your whiff cancel with a delay cancel, but it's tricky. Connecting this midscreen and then using 236AC will allow you to follow up with 3C 214C.

ShatterStrike

ShatterStrike
236CD
236CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid - 15 6 27 Crumple - HKD (93) -10 Armor: 4 to 14 (11 frames) 0 200
  • Standard shatterstrike. 15F start-up and -10 on block.
  • Utilize for anti-airing bothersome jump CDs or disjointed jump normals.
  • Also utilize to break through pressure or to guardpoint low moves.
  • Shatterstrike point blank at the corner puts you at perfect range to do 3C, 236C, 236A auto-timed.
  • Anti-air shatter strike will require micro dash 3C into your usual finishers (214C -> Super, 623B/D/BD, 624BD, 236C -> 624BD, 214A/C)-

AdvanceStrike

AdvanceStrike
214CD
214CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 Mid - 28 6 37 (on whiff) / Recovers faster on hit and block. HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit) 3 Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames) 0 150
  • Same animation and range as his CD.
  • The throw counter is at the feet.

jump CD

jump CD
j.CD
j.CD

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop CD hop CD

80 Mid - 15 6 1 on ground SKD - - 80 120

jump CD jump CD

90 Mid - 15 6 1 on ground SKD - - 80 140
  • Maxima's biggest jump normal along with j.A. Great move.
  • Hitbox is located around Maxima's feet and makes him very horizontal - Useful for going over fireballs.
  • Use for air to airs by neutral hopping/jumping or backwards. Very, very positive on block.
  • Great for punishing fireballs you otherwise wouldn't be able to.

Rush Moves

rush
cl.AA/c.AAX
cl.AA/c.AAX
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

cl.AA cl.AA

48 (25+25) Mid - 8 - - -7 -9 - 30 120 (60+60)

cl.AAX cl.AAX

70 (25+25+25) Mid - 9 - - -6 -8 - 30 120 (60+60+60)
  • Maxima's auto combo. Both of these hit mid and begins after a close A.
  • The second and 3rd hit are very unsafe on block and on hit.
  • As long as the combo starts with close A, auto combo can be confirmed into. IE: 2B> close A, A, A -> is a low confirm combo
  • Ending the auto combo with B will do a light vapor cannon (which is safe on block), C will do Double Vapor Cannon, D will do Max Double Vapor Cannon, an A will do Maxima's climax.

Throws

Dynamite Drop

Dynamite Drop
(close) 4/6C
(close) 4/6C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 N/A - 1 1 0 - - - - -
  • Hard knockdown for a safejump in the corner (whiff 5B into full jump).

Drop Bomb

Drop Bomb
(close) 4/6D
(close) 4/6D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 N/A - 1 1 0 - - - - -
  • Hard knockdown. Step forward a bit and press 5D and its autoguard will beat 2A/2B mash as well as most reversals (moves in the 4-5 frame range), and then you can hitconfirm into Atomic Laser super.

Command Moves

M-9 Maxima Missile (Prototype)

M-9 Maxima Missile (Prototype)
3C
3C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
60 Mid special 9 6 22 -5 -9 - 60 100

An upwards angled cross that puts airborne opponents into a juggle state on aerial hit.

  • Combos from lights, used to convert into specials that normally only cancel from heavies.
  • Forces standing on grounded opponents.
  • Shifts Maxima forward slightly. Connects from st.A at closer ranges.

Legitimately one of the scariest anti-airs in the game and one of the main reasons you shouldn't try to jump in on Maxima if he's not vulnerable. Connects into 214P, 623K, and 624BD (must be delayed) if it anti-airs.

Special Moves

M-4 Vapor Cannon

M-4 Vapor Cannon
214A/C/AC
214A/C/AC

Catch them pressing buttons / Normal Version (Hitbox)
EX Version (Hitbox)

Catch them pressing buttons / Normal Version (Hitbox)
EX Version (Hitbox)

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

120 Mid super 19 7 24 HKD (+68) -3 - 80 160

C C

140 Mid super 29 7 17 HKD (+68) +4 - 120 160

AC AC

117 (70+50) Mid - 15 8 (8) 4 46 Juggle - HKD (+87 to 97) -33 - 0 -

Maxima rears his fist back before lunging forward with a straight punch.

  • Always causes a hard knockdown, unlike most other physical specials.
  • Causes a wall-bounce on counterhit, allowing for extensions similar to the EX version.
  • Vapor Cannon has a projectile hitbox and is therefore immune to physical counters.

This is the move that defines Maxima. Massive hit, block and guard damage, safe to very plus on block, wallbounces on counterhit, and to top it all off, Vapor Cannon has a static projectile hitbox, which means Vapor Cannon cannot be countered whatsoever. Sooner or later, Vapor Cannon will end up killing the opponent, whether it be through hit confirms, chip outs, or a guard crush.

Vapor Cannon's only weakness, if any, is its startup. Meterless Vapor Cannon's minimum startup is 19 frames, so savvy players can counterpoke Maxima during pressure strings. It doesn't help that Maxima mostly lacks plus-on-block buttons. Maxima's buttons are also quite slow, so he's quite prone to getting stuffed out before he can mount an offensive.

Air M-4 Vapor Cannon

Air M-4 Vapor Cannon
j.214A/C/AC
j.214A/C/AC

Normal Version (Hitbox)

Normal Version (Hitbox)
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

110 High - 11 7 13 on ground HKD (+28) -17 (Lowest Height) to -25 (Highest Height) - 100 120

C C

110 High - 11 7 13 on ground HKD (+28) -17 (Lowest Height) to -25 (Highest Height) - 120 100

AC AC

160 High - 11 10 8 on ground HKD (+36) -9 (Lowest Height) to -16 (Highest Height) Full Body Armor: 1 to 20 (20 frames) 0 140

Aerial version of Vapor Cannon.

  • Static projectile hitbox.
  • Can be canceled into from j.A and j.C.
  • Minimum startup from a TK input (2149) is 15 frames. (4F jump start-up + 11F move start-up).

Essentially a worse version of Vapor Cannon. Lower damage, very unsafe on block, and middling reward. It also lacks the disjoint of grounded Vapor Cannon. There's no real point to using this.

M-19 Blitz Cannon

M-19 Blitz Cannon
623B/D/BD
623B/D/BD

Normal Version (Hitbox)

Normal Version (Hitbox)
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

150 N/A - 6 13 49 (21 on ground) HKD (+21) - - 0 0

D D

150 N/A - 6 13 49 (21 on ground) HKD (+21) - - 0 0

BD BD

192 (50+150) Mid - 6 15 52 (21 on ground) HKD (+20) -49 Full Body: 1 to 7 (7 Frames) / Upper Body Armor: 1 to 7 (7 frames) 0 0

Anti-air grab.

  • Only the EX version catches grounded opponents and is fully invulnerable on startup.

A bit of an unconventional designated anti-air, but deals immense damage and has decent oki if it actually connects.

The EX version is Maxima's only non-super reversal and is his best option in a pinch, but Maxima is extremely vulnerable if it whiffs.

Maxima Press (& Follow-Up)

Maxima Press
624B/D/BC, 214A/C
624B/D/BC, 214A/C

Frame 1 / B Version (Hitbox)
slow startup but dashing grab / D Version (Hitbox)
EX Version (Hitbox)

Frame 1 / B Version (Hitbox)
slow startup but dashing grab / D Version (Hitbox)
EX Version (Hitbox)

IMAGE NOT FOUND

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

120 - - 1 1 38 HKD (+44) Unblockable - 0 0

D D

120 - - 26 19 28 HKD (+44) Unblockable - 0 0

BD BD

142 (0+150) Mid - 9 16 24 HKD (+44) -21 (Close Range) to -7 (Max Range) - 0 0
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

Follow-up Follow-up

40 - - - - - HKD (+37) - - 0 0
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

Follow-up Follow-up

50 - - - - - HKD (+?) - - 0 0

A command grab that has two variants. If 624B is inputted, Maxima will reach forward with a grab that has 1 frame of startup. If 624D is inputted, Maxima will briefly pause before launching himself forwards to grab the opponent. Both versions end with Maxima slamming the opponent into the corner of the screen and function as good mixup tools.

Both versions have a followup that tacks on an additional 40 damage, but decreases oki slightly.


624B: Extremely short range, which makes it very hard to land. Works as a "get off me" button on wakeup and as an up-close mixup.


624D: Faster than it used to be, but still too slow to be used in combos. Basically just a midscreen threat when the opponent is too scared to fight back.


624BD: A hitgrab, meaning it can't be used for mixups. The only version that can reliably be used as a combo ender. Combos from lights. The followup for this version does 10 more damage than the meterless versions.

Maxima Charge

Maxima Charge
236A/C/AC
236A/C/AC

A Version (Hitbox)

A Version (Hitbox)
C Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

100 Mid super 11 9 23 SKD (+26) -9 (Close Range) to -1 (Max Range) - 60 100

C C

120 Mid super 25 9 15 HKD (+26) -7 (Close Range) to 1 (Max Range) Upper Body Armor: 11 to 24 (14 frames) 60 150

AC AC

180 Mid - 15 9 20 HKD (+65) -6 (Close Range) to 2 (Max Range) Upper Body: 6 to 16 (11 frames) 0 120

A brand new move for Maxima that has some relatively niche use, useful for comboing from lights without 3C or for combo juggles. Has some decent forward movement, but needs to be used from farther ranges in order to be safe.


236A: Combos from lights, but carries a risk of being blocked if Maxima isn't very close. Soft knockdown.


236C: Doesn't combo from anything, but has upper body armor in its later startup frames, which can make it hard to counter. Important in corner juggles, where 623K will almost always hit. Hard knockdown.


236AC: Faster than 236C and also has armor in its later startup frames. Causes a significantly longer knockdown than the meterless versions.

Super Special Moves

Double Vapor Cannon

Double Vapor Cannon
236236A/C/AC
236236A/C/AC

GGs thanks for playing / Normal Version (Hitbox)

GGs thanks for playing / Normal Version (Hitbox)
Max Version

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
220 Mid advanced, climax 12 2 46 HKD (+46) -17 Full Body: 1 to 13 (13 Frames) 0 0
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
380 (80+100+200) Mid climax 6 9 (7) 4 (31) 4 43 HKD (+34) -28 Full Body: 1 to 17 (17 Frames) 0 0
  • Like Vapor Cannon, has a very disjointed static projectile hitbox.
  • Very short range. Be careful with how you use this.

Maxima's most damaging super that has poor range, with a hitbox only extending to the end of the visual shockwave. Has a large amount of pushback on block, but can still be punished.

M-24 Atomic Laser

M-24 Atomic Laser
236236B/D/BD
236236B/D/BD

Normal Version (Hitbox)

Normal Version (Hitbox)
Max Version

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
196 (30+[25+30]+[25+30]+[25+30]+25) Mid advanced, climax 10 64 63 HKD (+27) -48 (Close Range) to -34 (Max Range) Full Body: 1 to 3 (3 Frames) 0 0
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
347 (30+[28+28+30]+[28+28+30]+[28+28+30]+[28+28+30]+28) Mid climax 10 67 46 HKD (+45) -30 Full Body: 1 to 9 (9 Frames) 0 0
  • Scales with its own hits (20% for the normal version, 25% for the MAX version).
  • Travels fullscreen.

Maxima's fullscreen laser, preferable in scenarios where Double Vapor Cannon won't land. Scales with its own hits, which can cause longer combos to do less damage than they should.

Climax

MX-III CIWS Launcher

MX-III CIWS Launcher
2141236CD
2141236CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
469 (100+33*6+171) Min:290 Mid - 12 17 70 HKD (+42) -68 (Close Range) to -59 (Max Range) Full Body: 1 to 21 (21 Frames) 0 0
  • Travels full screen.
  • Has startup invincibility and invincibility through the majority of its active frames (as of patch 1.62).
  • Is just as fast as Double Vapor Cannon with excellent horizontal & vertical range (will grab opponents that jump)
  • Will create some distance between opponent & Maxima at the end of the move.
  • Useful as a quickmax finisher or raw as an invincible reversal/fireball punisher

Misc

Alternate Colors

Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
Color 7
Color 8


Videos

Maxima Reveal Trailer
The King of Fighters XV

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The King of Fighters XV
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