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The King of Fighters XIII/Maxima: Difference between revisions

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==Combos==
==Combos==


*j. C -> cl. D -> df C -> HD -> cl. D -> df C -> qcb + A -(DC)-> qcf + AC -(MC)-> hcb x 2 + AC = 1110 Damage
'''No Stock, No Drive Gauge -'''


*d.B, d.A, hcb+B.qcb+P -->
d.B, d.A, hcb+B.qcb+P -->


*(d.Ax3)/(d.B, d.A, df.C), Ex qcb+P (wires), df.C, (df.C), dp+K/Ex hcb+K.qcb+P -->
Crossup j.C, d.A, df.C, qcb+P/hcb+B.qcb+P -->


*Crossup j.C, d.A, df.C, qcb+P/hcb+B.qcb+P -->


*Crossup j.C, d.A, df.C, Ex hcb+K.qcb+P, [DC] Ex qcb+P, (wire) df.C, dp+K
'''1 Stock, No Drive Gauge -'''


*Hyperhop/hop C, Ex air.qcb+P, Ex qcb+P (wires), df.C, dp+K
(d.Ax3)/(d.B, d.A, df.C), Ex qcb+P (wires), df.C, (df.C), dp+K/Ex hcb+K.qcb+P -->


*If, --> Ex hcb+K.qcb+P, [DC] qcb+P, [SC] qcfx2+P


*If, --> hcb+K.qcb+P, [SC] qcfx2+P
'''1 Stock, 1+ Drive Gauge -'''


*If HD, --> [SC] qcfx2+P, [MC] hcbx2+P NM
Crossup j.C, d.A, df.C, Ex hcb+K.qcb+P, [DC] Ex qcb+P, (wire) df.C, dp+K


*d.B, d.A, df.C, Ex qcb+P (wires), hcbx2+P NM
If, --> hcb+K.qcb+P, [SC] qcfx2+P


*qcb+P (counter), hcbx2+P NM


'''2 Stock, No Drive Gauge -'''
Hyperhop/hop C, Ex air.qcb+P, Ex qcb+P (wires), df.C, dp+K
qcb+P (counter), hcbx2+P NM
'''2 Stock, 2 Drive Gauge -'''
If, --> Ex hcb+K.qcb+P, [DC] qcb+P, [SC] qcfx2+P
'''3 Stock, No Drive Gauge -'''
d.B, d.A, df.C, Ex qcb+P (wires), hcbx2+P NM
=== Hyper Drive Combos ===
'''(1)'''j. C -> cl. D -> df C -> HD -> cl. D -> df C -> qcb + A -(DC)-> qcf + AC -(MC)-> hcb x 2 + AC = 1110 Damage
'''(2)''' If HD, --> [SC] qcfx2+P, [MC] hcbx2+P NM


==Tips==
==Tips==

Revision as of 22:46, 30 November 2011

File:Maxima XIII.png File:Maxima sprite.gif


Normals

Standing

st. A

  • Cancellable
  • Hit Detection: High
  • Damage: 30


st. B

  • Can't be cancelled
  • Hit Detection: High
  • Damage: 30


st. C

  • Super-Cancellable only
  • Hit Detection: High
  • Damage: 100


st. D

  • Can't be cancelled
  • Hit Detection: High
  • Damage: 100


cl. C

  • Cancellable
  • Hit Detection: High
  • Damage: 50 x 2


cl. D

  • Cancellable
  • Hit Detection: High
  • Damage: 100


Crouching

cr. A

  • Cancellable
  • Hit Detection: High
  • Damage: 30


cr. B

  • Can't be cancelled
  • Hit Detection: Low
  • Damage: 35


cr. C

  • Cancellable
  • Hit Detection: High
  • Damage: 100


cr. D

  • Can't be cancelled
  • Hit Detection: Low
  • Damage: 100


Jumping

j. A

  • Cancellable
  • Hit Detection: Mid
  • Damage: 45 (40)


j. B

  • Can't be cancelled
  • Hit Detection: Mid
  • Damage: 45 (40)


j. C

  • Cancellable during (hyper) hops only.
  • Hit Detection: Mid
  • Damage: 72 (70)


j. D

  • Can't be cancelled
  • Hit Detection: Mid
  • Damage: 70 (68)


Blowback Attack

CD

  • Cancellable
  • Hit Detection: High
  • Damage: 110

j. CD

  • Cancellable
  • Hit Detection: High
  • Damage: 90 (80)


GCCD

  • Can't be cancelled
  • Hit Detection: High
  • Damage: 10


Throw

Dynamite Drop = (b/f+C/D)

  • Can be broken
  • Hit Detection: Throw
  • Damage: 100


Command Moves

M9 Missile = (df+C)

  • Cancellable
  • Hit Detection: High
  • Damage: 80


Special Moves

M4 Vapor Cannon = (qcb+P)

(EX) = qcb+AC - M4 Vapor Cannon has Guard Point properties, especially the C version. The EX version has increased priority and wire damage can be followed up.

  • Super-Cancellable
  • Hit Detection: High
  • Damage: 120; EX Damage: 80, 50


M4 Air Vapor Cannon = qcb+P (air)

(EX) = qcb+AC in air

  • Can't be cancelled
  • Hit Detection: High
  • Damage: 110; EX Damage: 50 x 2, 60


M19 Blitz Cannon = (dp+K)

(EX) = dp+BD

- EX version has guard point and additional hit frames on his knee.

  • Normal version can't be cancelled; EX version is Drive- / Super-cancellable
  • Hit Detection: Throw; EX Hit Detection: High
  • Damage: 0, 150; EX Damage: 50, 150


Maxima Press = (hcb+K)

(EX) = hcb+BD

  • Can't be cancelled
  • Hit Detection: Throw, EX Hit Detection: High
  • Damage: 80

∟Press Plus = (qcb+P

(EX) = qcb+AC

- EX version is very fast and hard to jump over. Press Plus can now be Drive and Super Canceled. It's an instant-grab when near opponent unlike the D version which has a start-up animation.

  • Super-cancellable; EX version is also Drive-cancellable
  • Hit Detection: High
  • Damage: 50, EX Damage: 120


Desperation Moves

Double Vapor Cannon = (qcfx2+P)

(EX) = qcfx2+AC

- EX version has faster start-up and increased hit count.

  • MAX Cancellable
  • Hit Detection: High
  • Damage: 220; EX Damage: 80 x 2, 180


Neomax

Maxima Laser = (hcbx2+AC)

  • Hit Detection: High
  • Damage: (15+0) x 22, 120


Combos

No Stock, No Drive Gauge -

d.B, d.A, hcb+B.qcb+P -->

Crossup j.C, d.A, df.C, qcb+P/hcb+B.qcb+P -->


1 Stock, No Drive Gauge -

(d.Ax3)/(d.B, d.A, df.C), Ex qcb+P (wires), df.C, (df.C), dp+K/Ex hcb+K.qcb+P -->


1 Stock, 1+ Drive Gauge -

Crossup j.C, d.A, df.C, Ex hcb+K.qcb+P, [DC] Ex qcb+P, (wire) df.C, dp+K

If, --> hcb+K.qcb+P, [SC] qcfx2+P


2 Stock, No Drive Gauge -

Hyperhop/hop C, Ex air.qcb+P, Ex qcb+P (wires), df.C, dp+K

qcb+P (counter), hcbx2+P NM


2 Stock, 2 Drive Gauge -

If, --> Ex hcb+K.qcb+P, [DC] qcb+P, [SC] qcfx2+P


3 Stock, No Drive Gauge -

d.B, d.A, df.C, Ex qcb+P (wires), hcbx2+P NM


Hyper Drive Combos

(1)j. C -> cl. D -> df C -> HD -> cl. D -> df C -> qcb + A -(DC)-> qcf + AC -(MC)-> hcb x 2 + AC = 1110 Damage


(2) If HD, --> [SC] qcfx2+P, [MC] hcbx2+P NM

Tips

  • Maxima Press B is unblockable, it's considered a command grab. However, when it connects it'll press him against the wall. The whiff animation looks like any command grab.
  • Maxima Press D is unblockable but has a slow start up.
  • EX Maxima Press is blockable but is fast.
  • All of Maxima's ground strong normals, have Guard Point (autoguard); d.D is the only exception.
  • Vapor Cannon C will wire if it's a counter, EX Vapor Cannon will counter wire every time.
  • d.C empty cancels.
  • GP'ing takes no tick damage at all. It is possible to Guard Point Joe's entire Screw Upper DM (qcfx2+P)!


Quick notes between these two combos:

--> EX qcb+P (wire), df.C, (df.C), Ex hcb+K -->

vs

--> Ex hcb+K.qcb+P, [DC] Ex qcb+P (wire), df.C, dp+K


Use the second one for more damage, but first one if you only have 2 stocks and no Cancels. Arguably, both combos can be extended, but use the first one for SCs and MCs as it uses one less Drive Cancel already.


Maxima only has three special moves (if you count Air Vapor Cannon, he has four). The cool thing is he does massive damage and his limit is his stocks (the more he has the more creative the combos can get). df.C has pretty good horizontal range as well.

Links & References

Technical Reference

http://www.youtube.com/watch?v=DfzcjMfwgi0#t=3m35s


Discussion Threads

Discuss at Dream Cancel

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