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The King of Fighters XV/Maxima/Data: Difference between revisions

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Vokkan (talk | contribs)
EMRaistlin (talk | contribs)
m fixed raw damage in parenthesis
 
(66 intermediate revisions by 9 users not shown)
Line 5: Line 5:
| name   = close A
| name   = close A
| input   = cl.A
| input   = cl.A
| images   = XV_placeholder.png
| images   = XV_maxima_cla_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_maxima_cla_hb.png
| damage   = 25
| damage   = 25
| guard   = Mid
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   = command
| startup   = 5
| startup   = 5
| active   =  
| active   = 4
| recovery   =  
| recovery   = 8
| hitadv   = +3
| hitadv   = +3
| blockadv   = +1
| blockadv   = +1
| invul   =  
| invul   =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


Line 24: Line 24:
| name   = close B
| name   = close B
| input   = cl.B
| input   = cl.B
| images   = XV_placeholder.png
| images   = XV_maxima_clb_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_maxima_clb_hb.png
| damage   = 30
| damage   = 30
| guard   = Low
| guard   = [[The_King_of_Fighters_XV/Defense#Low|Low]]
| cancel   =  
| cancel   = command
| startup   = 7
| startup   = 7
| active   =  
| active   = 5
| recovery   =  
| recovery   = 13
| hitadv   = -3
| hitadv   = -3
| blockadv   = -5
| blockadv   = -5
| invul   =  
| invul   =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


Line 43: Line 43:
| name   = close C
| name   = close C
| input   = cl.C
| input   = cl.C
| images   = XV_placeholder.png
| images   = XV_maxima_clc_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_maxima_clc_hb.png, XV_maxima_clc2_hb.png, XV_maxima_clc3_hb.png
| damage   = 40+40
| damage   = 80 (40+40)
| guard   = Mid
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   = command
| startup   = 6
| startup   = 6
| active   =  
| active   = 3 (1) 6
| recovery   =  
| recovery   = 16
| hitadv   = -1
| hitadv   = -1
| blockadv   = -3
| blockadv   = -3
| invul   =  
| invul   = Upper Body Armor: 3 to 5 (3 frames)
| stun        =  
| stun        = 80 (40+40)
| guardDamage =  
| guardDamage = 120 (60+60)
}}
}}


Line 62: Line 62:
| name   = close D
| name   = close D
| input   = cl.D
| input   = cl.D
| images   = XV_placeholder.png
| images   = XV_maxima_cld_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_maxima_cld_hb.png, XV_maxima_cld2_hb.png
| damage   = 80
| damage   = 80
| guard   = Mid
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   = command
| startup   = 9
| startup   = 9
| active   =  
| active   = 6
| recovery   =  
| recovery   = 15
| hitadv   = -5
| hitadv   = 0
| blockadv   = -7
| blockadv   = -2
| invul   =  
| invul   = Upper Body Armor: 7 to 14 (8 frames)
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


===Far Standing Normals===
===Far Standing Normals===
Line 83: Line 82:
| name   = stand A
| name   = stand A
| input   = st.A
| input   = st.A
| images   = XV_placeholder.png
| images   = XV_maxima_fa_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_maxima_fa_hb.png
| damage   = 25
| damage   = 25
| guard   = Mid
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   = command
| startup   = 6
| startup   = 6
| active   =  
| active   = 4
| recovery   =  
| recovery   = 10
| hitadv   = +1
| hitadv   = +1
| blockadv   = -1
| blockadv   = -1
| invul   =  
| invul   =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


Line 102: Line 101:
| name   = stand B
| name   = stand B
| input   = st.B
| input   = st.B
| images   = XV_placeholder.png
| images   = XV_maxima_fb_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_maxima_fb_hb.png
| damage   = 30
| damage   = 30
| guard   = Mid
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   = -
| startup   = 7
| startup   = 7
| active   =  
| active   = 5
| recovery   =  
| recovery   = 9
| hitadv   = +1
| hitadv   = +1
| blockadv   = -1
| blockadv   = -1
| invul   =  
| invul   =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


Line 121: Line 120:
| name   = stand C
| name   = stand C
| input   = st.C
| input   = st.C
| images   = XV_placeholder.png
| images   = XV_maxima_fc_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_maxima_fc_hb.png, XV_maxima_fc2_hb.png
| damage   = 80
| damage   = 80
| guard   = Mid
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   = special
| startup   = 13
| startup   = 13
| active   =  
| active   = 5
| recovery   =  
| recovery   = 22
| hitadv   = -8
| hitadv   = -6
| blockadv   = -10
| blockadv   = -8
| invul   =  
| invul   = Upper Body Armor: 4 to 12 (9 frames)
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


Line 140: Line 139:
| name   = stand D
| name   = stand D
| input   = st.D
| input   = st.D
| images   = XV_placeholder.png
| images   = XV_maxima_fd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_maxima_fd_hb.png, XV_maxima_fd2_hb.png
| damage   = 90
| damage   = 90
| guard   = Mid
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   = super
| startup   = 19
| startup   = 15
| active   =  
| active   = 5
| recovery   =  
| recovery   = 14
| hitadv   = +2
| hitadv   = +2
| blockadv   = +0
| blockadv   = 0
| invul   =  
| invul   = Upper Body Armor: 7 to 14 (8 frames)
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


Line 160: Line 159:
| name   = crouch A
| name   = crouch A
| input   = cr.A
| input   = cr.A
| images   = XV_placeholder.png
| images   = XV_maxima_2a_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_maxima_2a_hb.png
| damage   = 25
| damage   = 25
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   = command
| startup   = 5
| startup   = 5
| active   =  
| active   = 6
| recovery   =  
| recovery   = 7
| hitadv   = +2
| hitadv   = +2
| blockadv   = +0
| blockadv   = 0
| invul   =  
| invul   =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


Line 179: Line 178:
| name   = crouch B
| name   = crouch B
| input   = cr.B
| input   = cr.B
| images   = XV_placeholder.png
| images   = XV_maxima_2b_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_maxima_2b_hb.png
| damage   = 30
| damage   = 15
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Low]]
| guard   = [[The_King_of_Fighters_XV/Defense#Low|Low]]
| cancel   =  
| cancel   = super
| startup   = 7
| startup   = 7
| active   =  
| active   = 5
| recovery   =  
| recovery   = 7
| hitadv   = +3
| hitadv   = +3
| blockadv   = +1
| blockadv   = +1
| invul   =  
| invul   =  
| stun        =  
| stun        = 15
| guardDamage =  
| guardDamage = 30
}}
}}


Line 198: Line 197:
| name   = crouch C
| name   = crouch C
| input   = cr.C
| input   = cr.C
| images   = XV_placeholder.png
| images   = XV_maxima_2c_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_maxima_2c_hb.png, XV_maxima_2c2_hb.png
| damage   = 70
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   = command
| startup   = 13
| startup   = 13
| active   =  
| active   = 8
| recovery   =  
| recovery   = 14
| hitadv   = -1
| hitadv   = -1
| blockadv   = -3
| blockadv   = -3
| invul   =  
| invul   = Upper Body Armor: 4 to 7 (4 frames)
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


Line 217: Line 216:
| name   = crouch D
| name   = crouch D
| input   = cr.D
| input   = cr.D
| images   = XV_placeholder.png
| images   = XV_maxima_2d_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_maxima_2d_hb.png, XV_maxima_2d2_hb.png
| damage   = 80
| damage   = 80
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Low]]
| guard   = [[The_King_of_Fighters_XV/Defense#Low|Low]]
| cancel   =  
| cancel   = special
| startup   = 11
| startup   = 11
| active   =  
| active   = 3
| recovery   =  
| recovery   = 24
| hitadv   = KD (+22)
| hitadv   = SKD (+22)
| blockadv   = -8
| blockadv   = -8
| invul   =  
| invul   = Low Body Armor Frames: 7 to 10 (4 frames)
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


Line 240: Line 239:
| orderId   = 1
| orderId   = 1
| input   = h.A
| input   = h.A
| images   = XV_placeholder.png
| images   = XV_maxima_ja_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_maxima_ha_hb.png
| damage   = 40
| damage   = 40
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   = SP
| cancel   = special
| startup   = 5
| startup   = 5
| active   =  
| active   = 7
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 50
}}
}}
====jump A====
====jump A====
Line 261: Line 260:
| orderId   = 2
| orderId   = 2
| input   = j.A
| input   = j.A
| images   = XV_placeholder.png
| images   = XV_maxima_ja_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_maxima_ja_hb.png
| damage   = 45
| damage   = 45
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   = SP
| cancel   = special
| startup   = 5
| startup   = 5
| active   =  
| active   = 10
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


Line 283: Line 282:
| orderId   = 1
| orderId   = 1
| input   = h.B
| input   = h.B
| images   = XV_placeholder.png
| images   = XV_maxima_jb_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_maxima_hb_hb.png
| damage   = 40
| damage   = 40
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   =  
| startup   =  
| startup   = 6
| active   =  
| active   = 10
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 50
}}
}}
====jump B====
====jump B====
Line 304: Line 303:
| orderId   = 2
| orderId   = 2
| input   = j.B
| input   = j.B
| images   = XV_placeholder.png
| images   = XV_maxima_jb_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_maxima_jb_hb.png
| damage   = 45
| damage   = 45
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   =  
| startup   =  
| startup   = 6
| active   =  
| active   = 11
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


Line 327: Line 326:
| orderId   = 1
| orderId   = 1
| input   = h.C
| input   = h.C
| images   = XV_placeholder.png
| images   = XV_maxima_jc_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_maxima_hc_hb.png
| damage   = 70
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   = SP
| cancel   = special
| startup   = 12
| startup   = 12
| active   =  
| active   = 8
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 100
}}
}}
====jump C====
====jump C====
Line 348: Line 347:
| orderId   = 2
| orderId   = 2
| input   = j.C
| input   = j.C
| images   = XV_placeholder.png
| images   = XV_maxima_jc_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_maxima_jc_hb.png
| damage   = 70
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   = SP
| cancel   = special
| startup   = 12
| startup   = 12
| active   =  
| active   = 10
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}
====hop D====
====hop D====
Line 369: Line 368:
| orderId   = 1
| orderId   = 1
| input   = h.D
| input   = h.D
| images   = XV_placeholder.png
| images   = XV_maxima_jd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_maxima_jd_hb.png
| damage   = 70
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   =  
| startup   = 13
| startup   = 13
| active   =  
| active   = 7
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 100
}}
}}


Line 391: Line 390:
| orderId   = 2
| orderId   = 2
| input   = j.D
| input   = j.D
| images   = XV_placeholder.png
| images   = XV_maxima_jd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_maxima_jd_hb.png
| damage   = 70
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   =  
| startup   = 13
| startup   = 13
| active   =  
| active   = 9
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


===Command normals===
===Command normals===
Line 415: Line 413:
| hitboxes    = XV_maxima_3c.png
| hitboxes    = XV_maxima_3c.png
| damage      = 60
| damage      = 60
| guard       = Mid
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      = special
| startup    = 9
| startup    = 9
| active      =  
| active      = 6
| recovery    =  
| recovery    = 22
| hitadv      = -5
| hitadv      = -5
| blockadv    = -9
| blockadv    = -9
| invul      =  
| invul      =  
| stun        =  
| stun        = 60
| guardDamage =  
| guardDamage = 100
}}
}}


Line 433: Line 431:
| name   = Blowback
| name   = Blowback
| input   = CD
| input   = CD
| images   = XV_placeholder.png
| images   = XV_maxima_cd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_maxima_cd_hb.png, XV_maxima_cd2_hb.png, XV_maxima_cd3_hb.png
| damage   = 75
| damage   = 90
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = special
| cancel   = special
| startup   = 19
| startup   = 19
| active   =  
| active   = 7
| recovery   =  
| recovery   = 23
| hitadv   =  
| hitadv   = Wall Splat - HKD(gnd - 70 to 86)
| blockadv   = -7
| blockadv   = -7
| invul   =  
| invul   = Upper Body Armor: 15 to 18 (4 frames)
| stun        =  
| stun        = 100
| guardDamage =  
| guardDamage = 160
}}
}}


Line 451: Line 449:
{{MoveData-KOFXV | character = Maxima | moveId = maxima_qcf+cd
{{MoveData-KOFXV | character = Maxima | moveId = maxima_qcf+cd
| name   = ShatterStrike
| name   = ShatterStrike
| input   = qcf+CD
| input   = 236CD
| images   = XV_placeholder.png
| images   = XV_maxima_236cd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_maxima_236cd_hb.png, XV_maxima_236cd2_hb.png, XV_maxima_236cd3_hb.png
| damage   = 75
| damage   = 75
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
| startup   = 15
| startup   = 15
| active   =  
| active   = 6
| recovery   =  
| recovery   = 27
| hitadv   =  
| hitadv   = Crumple - HKD (93)
| blockadv   = -10
| blockadv   = -10
| invul   =  
| invul   = Armor: 4 to 14 (11 frames)
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 200
}}
 
====AdvanceStrike====
{{MoveData-KOFXV | character = Maxima | moveId = maxima_214cd
| name        = AdvanceStrike
| input      = 214CD
| images      = XV_maxima_214cd_ima.png
| hitboxes    = XV_maxima_214cd_hb.png, XV_maxima_214cd2_hb.png, XV_maxima_214cd3_hb.png
| damage      = 100
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup   = 28
| active   = 6
| recovery   = 37 (on whiff) / Recovers faster on hit and block.
| hitadv   =  HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit)
| blockadv   = 3
| invul   = Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames)
| stun        = 0
| guardDamage = 150
}}
}}
====hop CD====
====hop CD====
{{MoveData-KOFXV | character = Maxima | moveId = maxima_hcd
{{MoveData-KOFXV | character = Maxima | moveId = maxima_hcd
Line 473: Line 491:
| orderId   = 1
| orderId   = 1
| input   = h.CD
| input   = h.CD
| images   = XV_placeholder.png
| images   = XV_maxima_jcd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_maxima_hcd_hb.png
| damage   = 80
| damage   = 80
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
| startup   = 15
| startup   = 15
| active   =  
| active   = 6
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   = SKD
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 80
| guardDamage =  
| guardDamage = 120
}}
}}
====jump CD====
====jump CD====
{{MoveData-KOFXV | character = Maxima | moveId = maxima_jcd
{{MoveData-KOFXV | character = Maxima | moveId = maxima_jcd
Line 494: Line 513:
| orderId   = 2
| orderId   = 2
| input   = j.CD
| input   = j.CD
| images   = XV_placeholder.png
| images   = XV_maxima_jcd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_maxima_jcd_hb.png
| damage   = 90
| damage   = 90
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
| startup   = 15
| startup   = 15
| active   =  
| active   = 6
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   = SKD
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 80
| guardDamage =  
| guardDamage = 140
}}
 
===Rush moves===
====Rush 1====
{{MoveData-KOFXV | character = Maxima | moveId = maxima_rush1
| name        = rush 1
| header      = yes
| version    = cl.AA
| orderId    = 1
| input      = cl.AA
| images      = XV_maxima_rush1_ima.png
| hitboxes    = XV_maxima_rush1.png
| damage      = 48 (25+25)
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup    = 8
| active      =
| recovery    =
| hitadv      = -7
| blockadv    = -9
| invul      =
| stun        = 30
| guardDamage = 120 (60+60)
}}
}}


====Rush 2====
{{MoveData-KOFXV | character = Maxima | moveId = maxima_rush2
| name        = rush 2
| header      = no
| version    = cl.AAX
| orderId    = 2
| input      = cl.AAX
| images      = XV_maxima_rush2_ima.png
| hitboxes    = XV_maxima_rush2.png
| damage      = 70 (25+25+25)
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup    = 9
| active      =
| recovery    =
| hitadv      = -6
| blockadv    = -8
| invul      =
| stun        = 30
| guardDamage = 120 (60+60+60)
}}


===Throws===
===Throws===
Line 521: Line 584:
| cancel      =  
| cancel      =  
| startup    = 1
| startup    = 1
| active      =  
| active      = 1
| recovery    =  
| recovery    = 0
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 540: Line 603:
| cancel      =  
| cancel      =  
| startup    = 1
| startup    = 1
| active      =  
| active      = 1
| recovery    =  
| recovery    = 0
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 561: Line 624:
| hitboxes    = XV_maxima_214a.png
| hitboxes    = XV_maxima_214a.png
| damage      = 120
| damage      = 120
| guard       = Mid
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      = super
| startup    = 19
| startup    = 19
| active      =  
| active      = 7
| recovery    =  
| recovery    = 24
| hitadv      =  
| hitadv      = HKD (+68)
| blockadv    = -8
| blockadv    = -3
| invul      =  
| invul      =  
| stun        =  
| stun        = 80
| guardDamage =  
| guardDamage = 160
}}
}}


Line 580: Line 643:
| orderId    = 2
| orderId    = 2
| input      = 214C
| input      = 214C
| images      = XV_maxima_214c_ima.png
| images      = XV_maxima_214a_ima.png
| hitboxes    = XV_maxima_214c.png
| hitboxes    = XV_maxima_214a.png
| damage      = 140
| damage      = 140
| guard       = Mid
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      = super
| startup    = 29
| startup    = 29
| active      =  
| active      = 7
| recovery    =  
| recovery    = 17
| hitadv      =  
| hitadv      = HKD (+68)
| blockadv    = +2
| blockadv    = +4
| invul      =  
| invul      =  
| stun        =  
| stun        = 120
| guardDamage =  
| guardDamage = 160
}}
}}


Line 603: Line 666:
| input      = 214AC
| input      = 214AC
| images      = XV_maxima_214ac_ima.png
| images      = XV_maxima_214ac_ima.png
| hitboxes    = XV_maxima_214ac.png
| hitboxes    = XV_maxima_214ac.png, XV_maxima_214ac2.png
| damage      = 70+47
| damage      = 117 (70+50)
| guard       = Mid
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      =  
| startup    = 15
| startup    = 15
| active      =  
| active      = 8 (8) 4
| recovery    =  
| recovery    = 46
| hitadv      =  
| hitadv      = Juggle - HKD (+87 to 97)
| blockadv    = -33
| blockadv    = -33
| invul      =  
| invul      =  
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage =  
}}
}}
Line 628: Line 691:
| hitboxes    = XV_maxima_j214a.png
| hitboxes    = XV_maxima_j214a.png
| damage      = 110
| damage      = 110
| guard       = High
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel      =  
| cancel      =  
| startup    = 11
| startup    = 11
| active      =  
| active      = 7
| recovery    =  
| recovery    = 13 on ground
| hitadv      =  
| hitadv      = HKD (+28)
| blockadv    = -20
| blockadv    = -17 (Lowest Height) to -25 (Highest Height)
| invul      =  
| invul      =  
| stun        =  
| stun        = 100
| guardDamage =  
| guardDamage = 120
}}
}}


Line 647: Line 710:
| orderId    = 2
| orderId    = 2
| input      = j.214C
| input      = j.214C
| images      = XV_maxima_j214c_ima.png
| images      = XV_maxima_j214a_ima.png
| hitboxes    = XV_maxima_j214c.png
| hitboxes    = XV_maxima_j214a.png
| damage      = 110
| damage      = 110
| guard       = High
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel      =  
| cancel      =  
| startup    = 11
| startup    = 11
| active      =  
| active      = 7
| recovery    =  
| recovery    = 13 on ground
| hitadv      =  
| hitadv      = HKD (+28)
| blockadv    = -21
| blockadv    = -17 (Lowest Height) to -25 (Highest Height)
| invul      =  
| invul      =  
| stun        =  
| stun        = 120
| guardDamage =  
| guardDamage = 100
}}
}}


Line 669: Line 732:
| orderId    = 3
| orderId    = 3
| input      = j.214AC
| input      = j.214AC
| images      = XV_maxima_j214ac_ima.png
| images      = XV_maxima_j214a_ima.png
| hitboxes    = XV_maxima_j214ac.png
| hitboxes    = XV_maxima_j214ac.png, XV_maxima_j214ac2.png
| damage      = 160
| damage      = 160
| guard       = High
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel      =  
| cancel      =  
| startup    = 11
| startup    = 11
| active      =  
| active      = 10
| recovery    =  
| recovery    = 8 on ground
| hitadv      =  
| hitadv      = HKD (+36)
| blockadv    = -9
| blockadv    = -9 (Lowest Height) to -16 (Highest Height)
| invul      =  
| invul      = Full Body Armor: 1 to 20 (20 frames)
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 140
}}
}}


Line 697: Line 760:
| guard      = N/A
| guard      = N/A
| cancel      =  
| cancel      =  
| startup    = 7
| startup    = 6
| active      =  
| active      = 13
| recovery    =  
| recovery    = 49 (21 on ground)
| hitadv      = KND (+21)
| hitadv      = HKD (+21)
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      =  
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 0
}}
}}


Line 714: Line 777:
| orderId    = 2
| orderId    = 2
| input      = 623D
| input      = 623D
| images      = XV_maxima_623d_ima.png
| images      = XV_maxima_623b_ima.png
| hitboxes    = XV_maxima_623d.png
| hitboxes    = XV_maxima_623b.png
| damage      = 150
| damage      = 150
| guard      = N/A
| guard      = N/A
| cancel      =  
| cancel      =  
| startup    = 7
| startup    = 6
| active      =  
| active      = 13
| recovery    =  
| recovery    = 49 (21 on ground)
| hitadv      = KND (+21)
| hitadv      = HKD (+21)
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      =  
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 0
}}
}}


Line 736: Line 799:
| orderId    = 3
| orderId    = 3
| input      = 623BD
| input      = 623BD
| images      = XV_maxima_623bd_ima.png
| images      = XV_maxima_623b_ima.png
| hitboxes    = XV_maxima_623bd.png
| hitboxes    = XV_maxima_623bd.png, XV_maxima_623bd2.png, XV_maxima_623bd3.png
| damage      = 50+142
| damage      = 192 (50+150)
| guard       = Mid
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      =  
| startup    = 6
| startup    = 6
| active      =  
| active      = 15
| recovery    =  
| recovery    = 52 (21 on ground)
| hitadv      = KND (+20)
| hitadv      = HKD (+20)
| blockadv    = -49
| blockadv    = -49
| invul      =  
| invul      = Full Body: 1 to 7 (7 Frames) / Upper Body Armor: 1 to 7 (7 frames)
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 0
}}
}}


Line 759: Line 822:
| orderId    = 1
| orderId    = 1
| input      = 624B
| input      = 624B
| images      = XV_maxima_624b_ima.png
| images      = XV_maxima_63214b_ima.png
| hitboxes    = XV_maxima_624b.png
| hitboxes    = XV_maxima_624b.png
| damage      = 100
| damage      = 120
| guard      =  
| guard      =  
| cancel      =  
| cancel      =  
| startup    = 1
| startup    = 1
| active      =  
| active      = 1
| recovery    =  
| recovery    = 38
| hitadv      = KND (+44)
| hitadv      = HKD (+44)
| blockadv    =  
| blockadv    = Unblockable
| invul      =  
| invul      =  
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 0
}}
}}


Line 781: Line 844:
| orderId    = 2
| orderId    = 2
| input      = 624D
| input      = 624D
| images      = XV_maxima_624d_ima.png
| images      = XV_maxima_63214d_ima.png
| hitboxes    = XV_maxima_624d.png
| hitboxes    = XV_maxima_624d.png
| damage      = 100
| damage      = 120
| guard      =  
| guard      =  
| cancel      =  
| cancel      =  
| startup    = 31
| startup    = 26
| active      =  
| active      = 19
| recovery    =  
| recovery    = 28
| hitadv      = KND (+44)
| hitadv      = HKD (+44)
| blockadv    =  
| blockadv    = Unblockable
| invul      =  
| invul      =  
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 0
}}
}}


Line 803: Line 866:
| orderId    = 3
| orderId    = 3
| input      = 624BD
| input      = 624BD
| images      = XV_maxima_624bd_ima.png
| images      = XV_maxima_63214bd_ima.png
| hitboxes    = XV_maxima_624bd.png
| hitboxes    = XV_maxima_624bd.png
| damage      = 142
| damage      = 142 (0+150)
| guard       = Mid
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      =  
| startup    = 9
| startup    = 9
| active      = 16
| recovery    = 24
| hitadv      = HKD (+44)
| blockadv    = -21 (Close Range) to -7 (Max Range)
| invul      =
| stun        = 0
| guardDamage = 0
}}
===Maxima Press (Follow-Up)===
====624B/D/BD~214A/C====
{{MoveData-KOFXV | character = Maxima | moveId = maxima_624b/d~214a/c
| name        = Maxima Press (Follow-Up)
| header      = yes
| version    = Follow-up
| orderId    = 4
| input      = 624B/D~214A/C
| images      = XV_maxima_214ac_ima.png
| hitboxes    = XV_maxima_624k~214p.png
| damage      = 40
| guard      =
| cancel      =
| startup    =
| active      =  
| active      =  
| recovery    =  
| recovery    =  
| hitadv      = KND (+44)
| hitadv      = HKD (+37)
| blockadv    = -21
| blockadv    =  
| invul      =  
| invul      =  
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 0
}}
}}


===Maxima Press (Follow-Up)===
====624BD~214A/C====
====624B/D/BD~214A/C====
{{MoveData-KOFXV | character = Maxima | moveId = maxima_624bd~214a/c
{{MoveData-KOFXV | character = Maxima | moveId = maxima_624b/d/bd~214a/c
| name        = Maxima Press (Follow-Up)
| name        = Maxima Press (Follow-Up)
| header      = yes
| header      = yes
| version    = Any
| version    = Follow-up
| orderId    = 1
| orderId    = 4
| input      = 624B/D/BD~214A/C
| input      = 624BD~214A/C
| images      = XV_maxima_624k~214p_ima.png
| images      = XV_maxima_214ac_ima.png
| hitboxes    = XV_maxima_624k~214p.png
| hitboxes    = XV_maxima_624k~214p.png
| damage      = +40
| damage      = 50
| guard      =  
| guard      =  
| cancel      =  
| cancel      =  
Line 834: Line 919:
| active      =  
| active      =  
| recovery    =  
| recovery    =  
| hitadv      = KND (+37)
| hitadv      = HKD (+?)
| blockadv    =  
| blockadv    =  
| invul      =  
| invul      =  
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 0
}}
}}


Line 852: Line 937:
| hitboxes    = XV_maxima_236a.png
| hitboxes    = XV_maxima_236a.png
| damage      = 100
| damage      = 100
| guard       = Mid
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      = super
| startup    = 13
| startup    = 11
| active      =  
| active      = 9
| recovery    =  
| recovery    = 23
| hitadv      = KND (+26)
| hitadv      = SKD (+26)
| blockadv    = -9
| blockadv    = -9 (Close Range) to -1 (Max Range)
| invul      =  
| invul      =  
| stun        =  
| stun        = 60
| guardDamage =  
| guardDamage = 100
}}
}}


Line 871: Line 956:
| orderId    = 2
| orderId    = 2
| input      = 236C
| input      = 236C
| images      = XV_maxima_236c_ima.png
| images      = XV_maxima_236a_ima.png
| hitboxes    = XV_maxima_236c.png
| hitboxes    = XV_maxima_236c.png, XV_maxima_236c2.png
| damage      = 120
| damage      = 120
| guard       = Mid
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      = super
| startup    = 25
| startup    = 25
| active      =  
| active      = 9
| recovery    =  
| recovery    = 15
| hitadv      = KND (+26)
| hitadv      = HKD (+26)
| blockadv    = -9
| blockadv    = -7 (Close Range) to 1 (Max Range)
| invul      =  
| invul      = Upper Body Armor: 11 to 24 (14 frames)
| stun        =  
| stun        = 60
| guardDamage =  
| guardDamage = 150
}}
}}


Line 893: Line 978:
| orderId    = 3
| orderId    = 3
| input      = 236AC
| input      = 236AC
| images      = XV_maxima_236ac_ima.png
| images      = XV_maxima_236a_ima.png
| hitboxes    = XV_maxima_236ac.png
| hitboxes    = XV_maxima_236ac.png, XV_maxima_236ac2.png, XV_maxima_236ac3.png
| damage      = 150
| damage      = 180
| guard       = Mid
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      =  
| startup    = 15
| startup    = 15
| active      =  
| active      = 9
| recovery    =  
| recovery    = 20
| hitadv      = KND (+65)
| hitadv      = HKD (+65)
| blockadv    = -6
| blockadv    = -6 (Close Range) to 2 (Max Range)
| invul      =  
| invul      = Upper Body: 6 to 16 (11 frames)
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 120
}}
}}


Line 914: Line 999:
| name        = Double Vapor Cannon
| name        = Double Vapor Cannon
| input      = 236236A/C
| input      = 236236A/C
| images      = XV_maxima_236236a_ima.png
| images      = XV_maxima_236236p_ima.png
| hitboxes    = XV_maxima_236236a.png
| hitboxes    = XV_maxima_236236a.png, XV_maxima_236236a2.png
| damage      = 200
| damage      = 220
| guard       = Mid
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      = advanced, climax
| startup    = 12
| startup    = 12
| active      =  
| active      = 2
| recovery    =  
| recovery    = 46
| hitadv      = KND (+46)
| hitadv      = HKD (+46)
| blockadv    = -17
| blockadv    = -17
| invul      =  
| invul      = Full Body: 1 to 13 (13 Frames)
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 0
}}
}}


Line 934: Line 1,019:
| name        = Double Vapor Cannon (MAX)
| name        = Double Vapor Cannon (MAX)
| input      = 236236AC
| input      = 236236AC
| images      = XV_maxima_236236ac_ima.png
| images      = XV_maxima_236236p_ima.png
| hitboxes    = XV_maxima_236236ac.png
| hitboxes    = XV_maxima_236236ac.png, XV_maxima_236236ac2.png, XV_maxima_236236ac3.png
| damage      = 360
| damage      = 380 (80+100+200)
| guard       = Mid
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      = climax
| startup    = 8
| startup    = 13
| active      =  
| active      = 9 (7) 4 (31) 4
| recovery    =  
| recovery    = 43
| hitadv      = KND (+34)
| hitadv      = HKD (+34)
| blockadv    = -28
| blockadv    = -28
| invul      =  
| invul      = Full Body: 1 to 17 (17 Frames)
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 0
}}
}}


Line 954: Line 1,039:
| name        = M-24 Atomic Laser
| name        = M-24 Atomic Laser
| input      = 236236B/D
| input      = 236236B/D
| images      = XV_maxima_236236b_ima.png
| images      = XV_maxima_236236k_ima.png
| hitboxes    = XV_maxima_236236b.png
| hitboxes    = XV_maxima_236236b.png
| damage      = 177
| damage      = 196 (30+[25+30]+[25+30]+[25+30]+25)
| guard       = Mid
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      = advanced, climax
| startup    = 10
| startup    = 10
| active      =  
| active      = 64
| recovery    =  
| recovery    = 63
| hitadv      = KND (+27)
| hitadv      = HKD (+27)
| blockadv    = -48
| blockadv    = -48 (Close Range) to -34 (Max Range)
| invul      =  
| invul      = Full Body: 1 to 3 (3 Frames)
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 0
}}
}}


Line 974: Line 1,059:
| name        = M-24 Atomic Laser (MAX)
| name        = M-24 Atomic Laser (MAX)
| input      = 236236BD
| input      = 236236BD
| images      = XV_maxima_236236bd_ima.png
| images      = XV_maxima_236236k_ima.png
| hitboxes    = XV_maxima_236236bd.png
| hitboxes    = XV_maxima_236236bd.png
| damage      = 337
| damage      = 347 (30+[28+28+30]+[28+28+30]+[28+28+30]+[28+28+30]+28)
| guard       = Mid
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      = climax
| startup    = 10
| startup    = 10
| active      =  
| active      = 67
| recovery    =  
| recovery    = 46
| hitadv      = KND (+45)
| hitadv      = HKD (+45)
| blockadv    = -30
| blockadv    = -30
| invul      =  
| invul      = Full Body: 1 to 9 (9 Frames)
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 0
}}
}}


Line 997: Line 1,082:
| images      = XV_maxima_2141236cd_ima.png
| images      = XV_maxima_2141236cd_ima.png
| hitboxes    = XV_maxima_2141236cd.png
| hitboxes    = XV_maxima_2141236cd.png
| damage      = 469
| damage      = 469 (100+33*6+171) Min:290
| guard       = Mid
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      =  
| startup    = 12
| startup    = 12
| active      =  
| active      = 17
| recovery    =  
| recovery    = 70
| hitadv      = KND (+42)
| hitadv      = HKD (+42)
| blockadv    = -68~59
| blockadv    = -68 (Close Range) to -59 (Max Range)
| invul      =  
| invul      = Full Body: 1 to 21 (21 Frames)
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 0
}}
}}


[[Category:The King of Fighters XV]][[Category:{{#titleparts:{{BASEPAGENAME}}|2|2}}]]
[[Category:The King of Fighters XV]][[Category:{{#titleparts:{{BASEPAGENAME}}|2|2}}]]

Latest revision as of 07:40, 6 November 2024

The King of Fighters XV

OverviewStrategyDataCombosReplays

Close Standing Normals

cl.A

Maxima
maxima_cla
cl.A
cl.A
close 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Midcommand548+3+1-3060


cl.B

Maxima
maxima_clb
cl.B
cl.B
close 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Lowcommand7513-3-5-3060


cl.C

Maxima
maxima_clc
cl.C
cl.C
close 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80 (40+40)Midcommand63 (1) 616-1-3Upper Body Armor: 3 to 5 (3 frames)80 (40+40)120 (60+60)


cl.D

Maxima
maxima_cld
cl.D
cl.D
close 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Midcommand96150-2Upper Body Armor: 7 to 14 (8 frames)70120


Far Standing Normals

st.A

Maxima
maxima_sta
st.A
st.A
stand 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Midcommand6410+1-1-3060


st.B

Maxima
maxima_stb
st.B
st.B
stand 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Mid-759+1-1-3060


st.C

Maxima
maxima_stc
st.C
st.C
stand 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Midspecial13522-6-8Upper Body Armor: 4 to 12 (9 frames)70120


st.D

Maxima
maxima_std
st.D
st.D
stand 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
90Midsuper15514+20Upper Body Armor: 7 to 14 (8 frames)70120


Crouch Normals

cr.A

Maxima
maxima_cra
cr.A
cr.A
crouch 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Midcommand567+20-3060


cr.B

Maxima
maxima_crb
cr.B
cr.B
crouch 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
15Lowsuper757+3+1-1530


cr.C

Maxima
maxima_crc
cr.C
cr.C
crouch 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Midcommand13814-1-3Upper Body Armor: 4 to 7 (4 frames)70120


cr.D

Maxima
maxima_crd
cr.D
cr.D
crouch 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Lowspecial11324SKD (+22)-8Low Body Armor Frames: 7 to 10 (4 frames)70120


jump normals

hop A

Maxima
maxima_ha
h.A
h.A
hop 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40Highspecial571 on ground---3050


jump A

Maxima
maxima_ja
j.A
j.A
jump 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
45Highspecial5101 on ground---3060


hop B

Maxima
maxima_hb
h.B
h.B
hop 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40High-6101 on ground---3050


jump B

Maxima
maxima_jb
j.B
j.B
jump 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
45High-6111 on ground---3060



hop C

Maxima
maxima_hc
h.C
h.C
hop 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Highspecial1281 on ground---70100


jump C

Maxima
maxima_jc
j.C
j.C
jump 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Highspecial12101 on ground---70120


hop D

Maxima
maxima_hd
h.D
h.D
hop 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70High-1371 on ground---70100


jump D

Maxima
maxima_jd
j.D
j.D
jump 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70High-1391 on ground---70120


Command normals

M-9 Maxima Missile (Prototype)

Maxima
maxima_3c
3C
3C
M-9 Maxima Missile (Prototype)
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
60Midspecial9622-5-9-60100



Blowback

Blowback

Maxima
maxima_cd
CD
CD
Blowback


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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
90Midspecial19723Wall Splat - HKD(gnd - 70 to 86)-7Upper Body Armor: 15 to 18 (4 frames)100160


ShatterStrike

Maxima
maxima_qcf+cd
236CD
236CD
ShatterStrike


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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
75Mid-15627Crumple - HKD (93)-10Armor: 4 to 14 (11 frames)0200


AdvanceStrike

Maxima
maxima_214cd
214CD
214CD
AdvanceStrike


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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100Mid-28637 (on whiff) / Recovers faster on hit and block.HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit)3Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames)0150


hop CD

Maxima
maxima_hcd
h.CD
h.CD
hop 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Mid-1561 on groundSKD--80120


jump CD

Maxima
maxima_jcd
j.CD
j.CD
jump 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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
90Mid-1561 on groundSKD--80140


Rush moves

Rush 1

Maxima
maxima_rush1
cl.AA
cl.AA
rush 1
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
48 (25+25)Mid-8---7-9-30120 (60+60)


Rush 2

Maxima
maxima_rush2
cl.AAX
cl.AAX
rush 2
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70 (25+25+25)Mid-9---6-8-30120 (60+60+60)


Throws

Dynamite Drop

Maxima
maxima_cthrow
(close) 4/6C
(close) 4/6C
Dynamite Drop
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100N/A-110-----


Drop Bomb

Maxima
maxima_dthrow
(close) 4/6D
(close) 4/6D
Drop Bomb
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100N/A-110-----


Specials

M-4 Vapor Cannon

214A

Maxima
maxima_214a
214A
214A
M-4 Vapor Cannon
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
120Midsuper19724HKD (+68)-3-80160


214C

Maxima
maxima_214c
214C
214C
M-4 Vapor Cannon
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
140Midsuper29717HKD (+68)+4-120160


214AC

Maxima
maxima_214ac
214AC
214AC
M-4 Vapor Cannon

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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
117 (70+50)Mid-158 (8) 446Juggle - HKD (+87 to 97)-33-0-


Air M-4 Vapor Cannon

j.214A

Maxima
maxima_j214a
j.214A
j.214A
M-4 Vapor Cannon
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
110High-11713 on groundHKD (+28)-17 (Lowest Height) to -25 (Highest Height)-100120


j.214C

Maxima
maxima_j214c
j.214C
j.214C
M-4 Vapor Cannon
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
110High-11713 on groundHKD (+28)-17 (Lowest Height) to -25 (Highest Height)-120100


j.214AC

Maxima
maxima_j214ac
j.214AC
j.214AC
M-4 Vapor Cannon

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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
160High-11108 on groundHKD (+36)-9 (Lowest Height) to -16 (Highest Height)Full Body Armor: 1 to 20 (20 frames)0140


M-19 Blitz Cannon

623B

Maxima
maxima_623b
623B
623B
M-19 Blitz Cannon
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
150N/A-61349 (21 on ground)HKD (+21)--00


623D

Maxima
maxima_623d
623D
623D
M-19 Blitz Cannon
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
150N/A-61349 (21 on ground)HKD (+21)--00


623BD

Maxima
maxima_623bd
623BD
623BD
M-19 Blitz Cannon


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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
192 (50+150)Mid-61552 (21 on ground)HKD (+20)-49Full Body: 1 to 7 (7 Frames) / Upper Body Armor: 1 to 7 (7 frames)00


Maxima Press

624B

Maxima
maxima_624b
624B
624B
Maxima Press
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
120--1138HKD (+44)Unblockable-00


624D

Maxima
maxima_624d
624D
624D
Maxima Press
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
120--261928HKD (+44)Unblockable-00


624BD

Maxima
maxima_624bd
624BD
624BD
Maxima Press
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
142 (0+150)Mid-91624HKD (+44)-21 (Close Range) to -7 (Max Range)-00


Maxima Press (Follow-Up)

624B/D/BD~214A/C

Maxima
maxima_624b/d~214a/c
624B/D~214A/C
624B/D~214A/C
Maxima Press (Follow-Up)
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40-----HKD (+37)--00


624BD~214A/C

Maxima
maxima_624bd~214a/c
624BD~214A/C
624BD~214A/C
Maxima Press (Follow-Up)
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
50-----HKD (+?)--00


Maxima Charge

236A

Maxima
maxima_236a
236A
236A
Maxima Charge
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100Midsuper11923SKD (+26)-9 (Close Range) to -1 (Max Range)-60100


236C

Maxima
maxima_236c
236C
236C
Maxima Charge

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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
120Midsuper25915HKD (+26)-7 (Close Range) to 1 (Max Range)Upper Body Armor: 11 to 24 (14 frames)60150


236AC

Maxima
maxima_236ac
236AC
236AC
Maxima Charge


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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
180Mid-15920HKD (+65)-6 (Close Range) to 2 (Max Range)Upper Body: 6 to 16 (11 frames)0120


Supers

Double Vapor Cannon

236236A/C

Maxima
maxima_236236a/c
236236A/C
236236A/C
Double Vapor Cannon

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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
220Midadvanced, climax12246HKD (+46)-17Full Body: 1 to 13 (13 Frames)00


Double Vapor Cannon (MAX)

236236AC

Maxima
maxima_236236ac
236236AC
236236AC
Double Vapor Cannon (MAX)


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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
380 (80+100+200)Midclimax139 (7) 4 (31) 443HKD (+34)-28Full Body: 1 to 17 (17 Frames)00


M-24 Atomic Laser

236236B/D

Maxima
maxima_236236b/d
236236B/D
236236B/D
M-24 Atomic Laser
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
196 (30+[25+30]+[25+30]+[25+30]+25)Midadvanced, climax106463HKD (+27)-48 (Close Range) to -34 (Max Range)Full Body: 1 to 3 (3 Frames)00


M-24 Atomic Laser (MAX)

236236BD

Maxima
maxima_236236bd
236236BD
236236BD
M-24 Atomic Laser (MAX)
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
347 (30+[28+28+30]+[28+28+30]+[28+28+30]+[28+28+30]+28)Midclimax106746HKD (+45)-30Full Body: 1 to 9 (9 Frames)00


Climax super

MX-III CIWS Launcher

2141236CD

Maxima
maxima_2141236cd
2141236CD
2141236CD
MX-III CIWS Launcher
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
469 (100+33*6+171) Min:290Mid-121770HKD (+42)-68 (Close Range) to -59 (Max Range)Full Body: 1 to 21 (21 Frames)00