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The King of Fighters XIII/Maxima

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File:Maxima sprite.gif

Quick Combo Reference

0 Stock, No Drive Gauge

Anywhere
Anywhere
Anywhere

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, (wall-slam) qcb+P = 268 dmg

1 Stock, No Drive Gauge

Anywhere
Anywhere

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

2 Stock, 1+ Drive Gauge Anywhere j.C, st.D, df+C, qcb+A [SC] qcf x2 + AC = 638 dmg
3 Stock, 2 Drive Gauge

HD Bypass Combo

Anywhere j.C, st.D, df+C, qcfx2 +CB [HD Bypass], [MC] hcbx2+AC = 796 dmg

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 "

Gameplay Overview

Gameplay Notes

The best way to describe Maxima is a big, blue wall. Maxima, from his specials, to his normals are meant to keep counter an opponent and lock them down. Although he has one command grab, he has an air grab and variations of his command grab to give him utility. On top of being a highly defensive player, his moves have the dreaded "Guard Point" ability that lets him absorb a hit while he does a move. Nothing hurts an opponent's spirit more than to have their attacks blocked AND get hit at the same time!

Some would think he's the "Big Guy" kinda tank, but this man packs power. For 1 meter, Maxima can take half an opponent's life away. He is rippling with power and should never be underestimated. Despite being slow, with meter, he can be a very big threat.

Pros

  • Has very long range and powerful normals
  • 5 normals, 2 specials, and 1 DM have guard point
  • Can cancel any normal guardpoints into specials.
  • A 1 frame command grab that can also change to a slow run grab.
  • Follow up to command grab can be super cancelled!
  • Deadly with meter and drive.
  • Easy 100% HD combo with 3 bars, overkill with 4. Still does major damage without HD!
  • EX moves are fast (EX Maxima Press) or have guardpoint (EX Air Vapor Cannon)

Cons

  • Incredibly slow - All far normals can be punished by rolling through them.
  • None of his moves are safe on whiff (So make sure to hit your mark!)
  • Hard to get in without meter
  • Very limited defense against cross ups.
  • Requires a great deal of timing to utilize guardpoints (That won't stop us!)
  • Only 1 move (d.C) has lower body guardpoint and is incredibly slow (Can work around that)
  • Very limited in air offense because hop C has terrible hitstun and jump D is slow.
  • 100% HD combo is hard to link (Needs perfect timing).

Normals

Standing

st. A: 30 damage,*special cancel-able, super cancel-able, hits high: Maxima extends his fist out in a quick punch. It's not the fastest normal, but it covers such a high area that hops and jumps get beat out by his st.A. Good anti-air!

Specials that can cancel from: (B) Maxima Press, EX Vapor Cannon, EX Maxima Press, EX M19 Blitz Cannon

st. B: 30 damage, hits mid: This move is pretty fast and good for poking. You can use it to kind of poke people out of the air if they're hopping or advancing in on you from the ground. You can't special cancel it or super cancel it and does not combo with other normals.

far C: 100 damage, super-cancel-able only, hits mid: Far standing C has guardpoint for 1 hit. It can absorb mid to high hits. On hit, it can be super cancelled into the DM, but outside of HD mode, it can't be special cancel-able. Be sure it hits something 'cause it's not safe on whiff!

far D: 100 damage, hits mid.: Far standing D has guard point for 2 hits even though it only hits once. It's very slow so you can time this much easier than st.C for standing guard points. Other than that, he can poke people from far away. Make sure that it hits as it's not safe to whiff this!

s. C: 50x2 damage, special and super cancel-able, hits mid: St.C is a 2 hit normal. It's much faster than far standing C and the first hit of the move can be canceled into df+C. The second hit moves the opponent away. The two hits guard points separately, but they don't guardpoint two hits. All specials cancel as well. After the second hit, in midscreen, df+C might not hit, especially if the opponent is ducking.

s. D: 100 damage, special and super cancel-able, hits mid: st.D guardpoints once and hits once. It's a slow and hard to combo into from jump ins, but the fact that it does so much damage in one hit makes it the optimal starter for combos. Since it hits once, you can do df+C and hit even on block.

Crouching

d. A: 30 damage, cancel-able, hits mid.

d. B: 35 damage, hits low.

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 -->


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.

Strategies

Far Range

Mid Range

Close Range

Cornered Opponent

Cornered

With No Meter/No Drive

With 1+ Meter/No Drive

With No Meter/50%-100% Drive

With 1+ Meter/50%-100% Drive

Best Team Position?

Character Matchups

Andy Bogard

Ash Crimson

Athena Asamiya

Benimaru Nikaido

Billy Kane

Chin Gentsai

Clark Still

Duo Lon

Elisabeth Branctorche

Goro Daimon

Hwa Jai

Iori Yagami (Claw)

Iori Yagami (Flame)

Joe Higashi

K'

Kim Kaphwan

King

Kula Diamond

Kyo Kusanagi (XIII)

Kyo Kusanagi (NESTS)

Leona Heidern

Mai Shiranui

Mature

Maxima (mirror match)

Raiden

Ralf Jones

Robert Garcia

Ryo Sakazaki

Saiki

Shen Woo

Sie Kensou

Takuma Sakazaki

Mr. Karate

Terry Bogard

Vice

Yuri Sakazaki

Links & References

Technical Reference

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

Contributors

Reiki.Kito [1] [2]

Discussion Threads

Discuss at Dream Cancel

Navigation

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