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The King of Fighters XIV/Maxima: Difference between revisions
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* A, df + C, QCB + A (200 dmg) | * A, df + C, QCB + A (200 dmg) | ||
Less range dependent than the previous combo. Also puts the opponent into a hard knockdown state. | Less range dependent than the previous combo. Be aware though that the df + C will whiff at distances of about 75% of a character and above. Also puts the opponent into a hard knockdown state. | ||
* cr. C, QCB + A (174 dmg) | * cr. C, QCB + A (174 dmg) |
Revision as of 16:59, 24 August 2016
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
M-9 Maxima Missile (Prototype) - +
Special Moves
Air M-4 Vapor Cannon - in air, + / *
Super Special Moves
Climax Desperation Move
Quick Combo Reference
0 Meter |
Anywhere |
(Combo 1) = (damage number here) dmg |
1 Meter |
Corner |
(Combo 1) = (damage number here) dmg |
2 Meters | Anywhere | (Combo 1) = (damage number here) dmg |
Gameplay Overview
Standing
- st. A
- st. B
- st. C
- st. D
Close
- cl. A
- cl. B
- cl. C
- cl. D
Crouching
- cr. A
- cr. B
- cr. C
- cr. D
Jumping
- j. A
- j. B
- j. C
- j. D
Blowback
- st. CD
- j. CD
Throws
Dynamite Drop - (b/f+C) close
- (description)
- Can be broken
- (soft or hard knockdown)
Drop Bomb - (b/f+C) close
- (description)
- Can be broken
- (soft or hard knockdown)
Command Moves
M-9 Maxima Missile (Prototype) - (df + C)
Special Moves
M-4 Vapor Cannon - (qcb + A/C)
Air M-4 Vapor Cannon in air (qcb + A/C)
M-19 Blitz Cannon (dp + B/D)
Maxima Press hcb + B/D
- Maxima Press (follow up) (qcb + A/C)
Super Special Moves
Double Vapor Cannon - (qcf, qcf + A/C) EX
M-24 Atomic Laser - EX
Climax Super Special Moves
MX-III CIWS Launcher - (hcb, hcb + AC)
Combos
- (any special information about the character combos if needed)
Rush Auto Combo
Meterless: description here
1 Meter: description here
EX: description here
0 meter
- cl. B, df + C, HCB + B, QCB + A/C = (211 dmg)
Good combo versus downed opponents without a wakeup. The close B hits low despite being a standing attack. On success, the combo pushes the opponent to the corner into a hard knockdown state. If the combo gets blocked, I recommend mixing up between doing nothing, QCB + A, and QCB + C based on how you think the opponent will respond.
- A, df + C, QCB + A (200 dmg)
Less range dependent than the previous combo. Be aware though that the df + C will whiff at distances of about 75% of a character and above. Also puts the opponent into a hard knockdown state.
- cr. C, QCB + A (174 dmg)
An important combo for getting in since cr. C has one guard point for Maxima; that means he can take one hit without being interrupted. Use this against predictable pokes to help get in close and personal with Maxima.
1 meter
- cl. B, df + C, HCB + B xx QCFQCF + A/C = (339 dmg)
Same concepts as the previous combo except it ends with a super. Also leaves the opponent in a hard knockdown state, leaving them in the corner to guess again on wakeup.
- A, df + C, QCB + A (200 dmg)
Again, the df + C may whiff if you're too far away, so be mindful of that.
- QCF + A, QCF + A (215 dmg)
The first QCF doesn't do anything, it's just a method to buffer the super motion. Maxima's A has a max range of about one character away, so use this to punish at that distance.
- cr. C, QCB + A xx QCFQCF + A/C (354 dmg)
If you are at a distance of one character or greater when you do the combo, the super will miss. However, remember that cr. C has one point of guard, so again use this to help get in versus pokes.
2 meters
- (place combo here) = (place damage amount here)
(place combo description here)
3 meters
- (place combo here) = (place damage amount here)
(place combo description here)
4 meters
- (place combo here) = (place damage amount here)
(place combo description here)
5 meters
- (place combo here) = (place damage amount here)
(place combo description here)
Misc
Videos
External Links
Discussion Threads
Discuss at [add character section link here Dream Cancel]