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* cl.B, df+C, hcb+B, qcb+P = (211 dmg)
* cl.B, df+C, hcb+B, qcb+P = (211 dmg)


Good combo versus downed opponents without a wakeup.  The close B hits low despite being a standing attack.  On success, the combo pushes the opponent to the corner into a hard knockdown state.  If the combo gets blocked, I recommend mixing up between doing nothing, QCB + A, and QCB + C based on how you think the opponent will respond.
Good combo versus downed opponents without a wakeup.  The close B hits low despite being a standing attack.  On success, the combo pushes the opponent to the corner into a hard knockdown state.  If the combo gets blocked, it is recommend mixing up between doing nothing, QCB + A, and QCB + C based on how you think the opponent will respond.


* cr.A, df+C, qcb+A = (200 dmg)
* cr.A, df+C, qcb+A = (200 dmg)
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An important combo for getting in since cr. C has one guard point for Maxima; that means he can take one hit without being interrupted.  Use this against predictable pokes to help get in close and personal with Maxima.
An important combo for getting in since cr. C has one guard point for Maxima; that means he can take one hit without being interrupted.  Use this against predictable pokes to help get in close and personal with Maxima.
1. cl.C, df.C xx qcb A (243 dmg)
2. cr.B, cl.A, df. C xx qcb A (218 dmg)
3. cl.C (1), df.C xx hcb B~qcb A (221 dmg, corner carry)
4. CD ~ df.C xx dp D (263 dmg, corner only)
5. j.CD (Counter Hit) df.C xx dp D (323 dmg, corner only)


==1 meter==
==1 meter==
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If you are at a distance of one character or greater when you do the combo, the super will miss.  However, remember that cr. C has one point of guard, so again use this to help get in versus pokes.
If you are at a distance of one character or greater when you do the combo, the super will miss.  However, remember that cr. C has one point of guard, so again use this to help get in versus pokes.
6. qcb P (Counter Hit) xx qcf~qcf K (304 dmg)
7. cl.C, df.C xx qcb A xx qcf~qcf A/C (403 dmg)
8. cl.C (1), df.C xx [BC] ~ cl.C (1), df.C xx qcb AC ~ hcb BD~qcb A (396 dmg, corner carry)
9. cl.C(1), df.C xx [BC] ~ cl.C(1), df.C xx qcb AC ~ df. C xx dp BD (419 dmg, corner/close to corner only)
10. CD ~ df.C xx qcb C xx qcf~qcf B/D (358 dmg - timing of super will affect damage/number of hits, corner only)
11. CD ~ qcf~qcf B/D (222 dmg)


==2 meters==
==2 meters==
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* cr.C, qcb+A [SC] qcfx2+AC = (458 dmg)
* cr.C, qcb+A [SC] qcfx2+AC = (458 dmg)


This is the only time I recommend using the punch super since it will hit when the laser does not at max range.
This is the only time it is recommend using the punch super since it will hit when the laser does not at max range.
 
12. cl.C(1), df.C xx [BC] ~ cl.C(1), df.C xx qcb AC ~ qcb A xx qcf~qcf AC (528 dmg, midscreen only)
 
13. cl.C(1), df.C xx [BC] ~ cl.C(1), df.C xx qcb AC ~ df. C xx qcf~qcf BD (527 dmg, corner/close to corner only)
 
14. CD ~ df. C xx qcb C xx qcf~qcf AC (463 dmg, corner only) **Note - delay cancel into qcb C or Super to connect
 


==3 meters==
==3 meters==
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* cr.C, qcb+A [CC] hcbx2+AC = (595 dmg)
* cr.C, qcb+A [CC] hcbx2+AC = (595 dmg)
Some of the other options whiff at long ranges, so this is the safest option.
Some of the other options whiff at long ranges, so this is the safest option.
15. cl.C, df.C xx qcb A xx qcf~qcf A xx qcf~qcf BD (617 dmg)
16. CD ~ hcb~hcb AC (472 dmg)


==4 meters==
==4 meters==


* (place combo here) = (place damage amount here)
* 17. cl.C, df.C xx qcb A xx qcf~qcf A xx hcb~hcb AC (726 dmg)  
(place combo description here)
 


==5 meters==
==5 meters==


* (place combo here) = (place damage amount here)
18. cl.C, df.C xx qcb A xx qcf~qcf AC xx hcb~hcb AC (792 dmg)  
(place combo description here)


19. cl.C(1), df.C xx [BC] ~ cl.C(1), df.C xx qcb AC ~ qcb A xx qcf~qcf AC xx hcb~hcb AC (773 dmg, midscreen only)
=Misc=
=Misc=


==Frame Data==
==Frame Data==


[[File:MaximaKOFXIVFrameData.png]]
[https://docs.google.com/spreadsheets/d/1v1Iy2d7Bc2YwwTqW34InN2X2TvegowxVh9G8Rn6l4vA/edit#gid=186075368 Maxima KOFXIV Frama Data Link]


=Videos=
=Videos=
'''KoF XIV: Maxima Beginner Breakdown'''
{{#ev:youtube|HMKkagdweyE}}


'''Maxima Slow Motion Hitboxes'''
'''Maxima Slow Motion Hitboxes'''
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Discuss at [http://dreamcancel.com/forum/index.php?board=132.0 Dream Cancel]
Discuss at [http://dreamcancel.com/forum/index.php?board=132.0 Dream Cancel]


{{Navbox XIV}}


{{Navbox XIV}}
[[Category:The King of Fighters XIV]]
[[Category:The King of Fighters XIV]][[Category:KOFXIV]]
[[Category:Maxima]]

Latest revision as of 18:15, 7 May 2020

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Dynamite Drop - close / +

Drop Bomb - close / +

Command Normals

M-9 Maxima Missile (Prototype) - +

Special Moves

M-4 Vapor Cannon - + / *

Air M-4 Vapor Cannon - in air, + / *

M-19 Blitz Cannon - + / *

Maxima Press - + / *

Maxima Press (Follow-Up) - + /

Super Special Moves

Double Vapor Cannon - + /  !

M-24 Atomic Laser - + /  !

Climax Desperation Move

MX-III CIWS Launcher - +

Quick Combo Reference

Quick Combo Reference

Notation

0 Meter

Anywhere
Anywhere
Anywhere
Low, Anywhere

cr.C, qcb+A = 191 dmg
Anti air df+C, qcb+A = 204 dmg
cl.C(2), df+C, qcb+A = 243 dmg
cr.B, cr.A, hcb+B = 231 dmg

1 Meter

Anywhere
Anywhere
Anywhere

cr.C, qcb+[ABC], hcb+BD~qcb+A = 306 dmg
j.D, cl.C(1), df+C, hcb+B, qcfx2+P = 399 dmg
st.CD, qcfx2+K = 240 dmg

2 Meters

Anywhere
Anywhere

j.D, cl.C(1), df+C, hcb+B, qcfx2+PP = 506 dmg
Counterhit qcb+C, qcfx2+KK = 448 dmg

Gameplay Overview

Maxima is a slow but powerful defensive grappler. He sports numerous moves with auto-guard, and a 1 frame command grab that rockets the opponent into the corner. Maxima works best when holding position and shutting approach attempts from the opponent. Once they are conditioned to play cautiously, You can use Maxima's bodyslam crossup (j.C) lows and the command grab to bully them into the corner. Once they are there, you keep them there. It takes practice to utilize Maxima's auto-guard correctly, but once you have it down Maxima can be a rewarding character that makes the opponent regret confronting the cyborg.

Normals

Standing

  • st. A: A standard jab that takes advantage of Maxima's tall stature.
  • st. B: A long reaching kick that makes for a good and speedy poke, something Maxima doesn't sport many of.
  • st. C: A reeling standing punch that has auto-guard frames. can be used for spacing.
  • st. D: Maxima shoves his foot out. It's slow but it also has auto-guard frames.

Close

  • cl. A: Basically the same as the st.A.
  • cl. B: Maxima stomps their feet. Short ranged but special cancel-able.
  • cl. C: 2 hit punch and special cancel-able. Although slightly less damaging, cl.C is the go-to close starter due to it's speed.
  • cl. D: Maxima knees the opponent. While the more damaging than cl.C, its slow speed makes it difficult to connect.

Crouching

  • cr. A: Maxima crouches and jabs. A very useful blockstring starter that special cancels.
  • cr. B: Maxima does a crouching kick that hits low. Chains into cr.A. While an enticing blockstring starter, make sure you are point blank when you use it due to pushback.
  • cr. C: One of Maxima's best pokes. special cancels. Maxima crouches and swings his arm out. Has a good hitbox, and auto-guard frames.
  • cr. D: A very long range sweep. Useful for catching people trying to go under Maxima's punches too.

Jumping

  • j. A: A short but deep aerial jab. Also special cancels into air qcb+P.
  • j. B: Maxima does a fast but very stubby knee.
  • j. C: Maxima stretches his limbs out in a body slam. It has a very strong cross-up hitbox.
  • j. D: Maxima stomps in the air for a ridiculously deep jump-in, if slow, kick.

Blowback

  • st. CD: Maxima clasps his hands together and swings like he's trying to hit a volleyball. Has auto-guard frames and a tall hitbox and all the advantages of a blowback attack. Everything you need to smack that volleyball.
  • j. CD: Maxima does a very large drop kick. Maxima's best jumping attack that does a little of everything.

Throws

Dynamite Drop - (b/f+C) close

  • Maxima grabs the opponent then kicks them in the chest.
  • Soft Knockdown

Drop Bomb - (b/f+D) close

  • Maxima suplexes the opponent.
  • Hard Knockdown

Command Moves

M-9 Maxima Missile (Prototype) - (df + C)

  • Maxima performs a very tall up-forward punch.
  • It's a great anti air, and used to segue to specials in combos.
  • Cancel into dp+K/qcb+C, or link into qcb+A to combo off of an anti-air hit.

Special Moves

M-4 Vapor Cannon - (qcb + A/C)

  • Maxima slams his fist forward with a Vapor powered punch.
  • Light version is fast, while Heavy version has auto-guard.
  • You can vapor cannon punch projectiles.

EX: Is fast, hits twice and has auto-guard. Will wall-bounce on hit for possible follow-up.

Air M-4 Vapor Cannon in air (qcb + A/C)

  • Maxima does the vapor cannon punch, but in the air.
  • It's slow, negative and keeps Maxima in the air, but combos from j.A on hit for a hard knockdown.

EX: Has full auto-guard and Maxima will land earlier so it's safe.

M-19 Blitz Cannon (dp + B/D)

  • Maxima rockets into the air for an anti-air grab.
  • Will hard knockdown on hit.

EX: Has full auto-guard on startup.

Maxima Press hcb + B/D

  • A deadly command grab that rockets the opponent into the corner.
  • Can be super cancelled.
  • Light version is a 1 frame command grab, while Heavy version is a slow run grab.
  • Always use the light version if possible.

EX: This version loses the command grab property, but is a fast hit grab that can easily be comboed into.

Maxima Press (follow up) (qcb + A/C)
  • Maxima performs a Vapor Cannon after slamming them into the wall.
  • If you use this followup, you cannot super cancel.

Super Special Moves

Double Vapor Cannon - (qcfx2 + A/C)

  • Exactly as described. Maxima uses both arms.
  • Does a bunch of damage, and has auto-guard startup.

EX: Like before, but Maxima steps in for additional hits. Does even more damage.

M-24 Atomic Laser - (qcfx2 + B/D)

  • Maxima shoots a laser out of his chest.
  • A bit slow, but can combo after a few things.

EX: A faster laser with invuln frames. Can be used to punish projectiles and combo after more things.

Climax Super Special Moves

MX-III CIWS Launcher - (hcb, hcb + AC)

  • Maxima tosses them into the air and chest laser's them as they are falling. Does enormous damage.

Combos

Notation

Rush Auto Combo

Meterless: 163 dmg. Slow and not very damaging.

1 Meter: 240 dmg. Uses Double Vapor Cannon.

EX: 337 dmg.

0 meter

  • cl.B, df+C, hcb+B, qcb+P = (211 dmg)

Good combo versus downed opponents without a wakeup. The close B hits low despite being a standing attack. On success, the combo pushes the opponent to the corner into a hard knockdown state. If the combo gets blocked, it is recommend mixing up between doing nothing, QCB + A, and QCB + C based on how you think the opponent will respond.

  • cr.A, df+C, qcb+A = (200 dmg)

Less range dependent than the previous combo. Be aware though that the df + C will whiff at distances of about 75% of a character and above. Also puts the opponent into a hard knockdown state.

  • cr.C, qcb+A = (174 dmg)

An important combo for getting in since cr. C has one guard point for Maxima; that means he can take one hit without being interrupted. Use this against predictable pokes to help get in close and personal with Maxima.

1. cl.C, df.C xx qcb A (243 dmg)

2. cr.B, cl.A, df. C xx qcb A (218 dmg)

3. cl.C (1), df.C xx hcb B~qcb A (221 dmg, corner carry)

4. CD ~ df.C xx dp D (263 dmg, corner only)

5. j.CD (Counter Hit) df.C xx dp D (323 dmg, corner only)

1 meter

  • cl.B, df+C, hcb+B [SC] qcfx2+P = (339 dmg)

Same concepts as the previous combo except it ends with a super. Also leaves the opponent in a hard knockdown state, leaving them in the corner to guess again on wakeup.

  • st.A [SC] qcfx2+P = (215 dmg)

Input the first qcf with st.A. Maxima's A has a max range of about one character away, so use this to punish at that distance.

  • cr.C, qcb+A [SC] qcfx2+P = (354 dmg)

If you are at a distance of one character or greater when you do the combo, the super will miss. However, remember that cr. C has one point of guard, so again use this to help get in versus pokes. 6. qcb P (Counter Hit) xx qcf~qcf K (304 dmg)

7. cl.C, df.C xx qcb A xx qcf~qcf A/C (403 dmg)

8. cl.C (1), df.C xx [BC] ~ cl.C (1), df.C xx qcb AC ~ hcb BD~qcb A (396 dmg, corner carry)

9. cl.C(1), df.C xx [BC] ~ cl.C(1), df.C xx qcb AC ~ df. C xx dp BD (419 dmg, corner/close to corner only)

10. CD ~ df.C xx qcb C xx qcf~qcf B/D (358 dmg - timing of super will affect damage/number of hits, corner only)

11. CD ~ qcf~qcf B/D (222 dmg)

2 meters

  • cl.B, df+C, hcb+B [SC] qcfx2+BD = (442 dmg)

The punch super does 6 points less of damage and like this combo also ends in hard knockdown. Didn't find much difference in time Maxima has before moving again so use this for corner position and hard knockdown.

  • cr.A, df+C, qcb+A [SC] qcfx2+BD = (473 dmg)

Hard knockdown and pushes the opponent full screen away.

  • st.A [SC] qcfx2+AC = (336 dmg)

Input the first qcf with st.A. Maxima's A has a max range of about one character away, so use this to punish at that distance.

  • cr.C, qcb+A [SC] qcfx2+AC = (458 dmg)

This is the only time it is recommend using the punch super since it will hit when the laser does not at max range.

12. cl.C(1), df.C xx [BC] ~ cl.C(1), df.C xx qcb AC ~ qcb A xx qcf~qcf AC (528 dmg, midscreen only)

13. cl.C(1), df.C xx [BC] ~ cl.C(1), df.C xx qcb AC ~ df. C xx qcf~qcf BD (527 dmg, corner/close to corner only)

14. CD ~ df. C xx qcb C xx qcf~qcf AC (463 dmg, corner only) **Note - delay cancel into qcb C or Super to connect


3 meters

  • cl.B, df+C, hcb+B [SC] qcfx2+P [AC] qcfx2+BD = (570 dmg)

Same concepts as the previous combo except it ends with a super into advanced cancel. Also leaves the opponent in a hard knockdown state, leaving them in the corner to guess again on wakeup.

  • cr.A, df+C, qcb+A [SC] qcfx2+P [AC] qcfx2+BD = (601 dmg)

Again, the df + C may whiff if you're too far away, so be mindful of that.

  • cr.C, qcb+A [CC] hcbx2+AC = (595 dmg)

Some of the other options whiff at long ranges, so this is the safest option.

15. cl.C, df.C xx qcb A xx qcf~qcf A xx qcf~qcf BD (617 dmg)


16. CD ~ hcb~hcb AC (472 dmg)

4 meters

  • 17. cl.C, df.C xx qcb A xx qcf~qcf A xx hcb~hcb AC (726 dmg)


5 meters

18. cl.C, df.C xx qcb A xx qcf~qcf AC xx hcb~hcb AC (792 dmg)

19. cl.C(1), df.C xx [BC] ~ cl.C(1), df.C xx qcb AC ~ qcb A xx qcf~qcf AC xx hcb~hcb AC (773 dmg, midscreen only)

Misc

Frame Data

Maxima KOFXIV Frama Data Link

Videos

KoF XIV: Maxima Beginner Breakdown

Maxima Slow Motion Hitboxes

External Links

Discussion Threads

Discuss at Dream Cancel

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