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The King of Fighters XIII/Maxima
Console Changes
- df.C has better recovery
- No recoil after air vapor canon
-Guard points on normal are now cancel-able by specials
-Hit box on the follow up to EX Maxima Press improved. Can now hit from counter CD.
-No bounce back when EX Maxima Press is guarded. He’s now more vulnerable to punishes.
Yamamoto: "df.C can be used effectively as an early (okiwaza) anti-air as the recovery has improved. Also counter df.C and counter j.CD can be followed by EX Maxima Press for extra damage, possible to counter-confirm. Pressuring the opponent by earning precise follow-up damage is the ideal way to play Maxima "
Normals
Standing
far A: 30 damage, cancel-able, hits mid.
far B: 30 damage, hits mid.
far C: 100 damage, super-cancel-able only, hits mid.
far D: 100 damage, hits mid.
s. C: 50x2 damage, cancel-able, hits mid.
s. D: 100 damage, cancel-able, hits mid.
Crouching
d. A: 30 damage, cancel-able, hits mid.
d. B: 35 damage, hits mid.
d. C: 100 damage, cancel-able, hits mid.
d. D: 100 damage, hits low
Jumping
j. A: 45 (40) damage, cancel-able, hits overhead.
j. B: 45 (40) damage, hits overhead.
j. C: 72 (70) damage, cancel-able during (hyper) hops only, hits overhead.
j. D: 70 (68) damage, hits overhead.
Blowback Attack
CD: 110 damage, cancel-able, hits mid.
j. CD: 90 (80) cancel-able, hits mid.
GCCD: 10 damage, hits mid.
Throw
Dynamite Drop = (b/f+C/D) close 100 damage, can be broken, causes hard knockdown.
Command Moves
M9 Missile = (df+C) 80 damage, cancel-able, hits mid.
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 -->
j.C, d.A, df+C, qcb+A = 263 dmg
j.C, st.C (1), df+C, qcb+A = 282 dmg
j.D, st.D, hcb+B, ~wait for wallslam~ qcb+P = 268 dmg
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 -->
j.C, st.D, df+C, qcb+AC, df+C, dp+B
j.C, d.A, df+C, qcf x2 +P = 357 dmg
j.D, st.D, df+C, qcb+AC, df+C, dp+B = 487 dmg
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
j.C, st.D, hcb+B, qcb+P, [SC] qcf x2 + P
j.C, st.D, df+C, qcb+A [SC] qcf x2 + P
j.C, st.D, df+C, hcb+BD, qcb + P [DC] dp+B
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, 1+ Drive Gauge -
j.C, st.D, df+C, hcb+BD, qcb + P [DC] qcb+AC, df+C, dp+B
j.C, st.D, hcb+B, qcb+P, [SC] qcf x2 + AC
j.C, st.D, df+C, qcb+A [SC] qcf x2 + AC
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
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