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The King of Fighters XIV/Maxima
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
- cl. B, df + C, hcb + B xx qcfqcf + BD = (442 dmg)
The punch super does 6 points less of damage and like this combo also ends in hard knockdown. Didn't find much difference in time Maxima has before moving again so use this for corner position and hard knockdown.
- A, df + C, qcb + A xx qcfqcf + BD = (473 dmg)
Hard knockdown and pushes the opponent full screen away.
- qcf + A, qcf + BD = (336 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 + AC = (458 dmg)
This is the only time I recommend using the punch super since it will hit when the laser does not at max range.
3 meters
- cl. B, df + C, hcb + B xx qcfqcf + A/C xx qcfqcf + BD = (570 dmg)
Same concepts as the previous combo except it ends with a super into advanced cancel. Also leaves the opponent in a hard knockdown state, leaving them in the corner to guess again on wakeup.
- A, df + C, qcb + A xx qcfqcf + A/C xx qcfqcf + BD (601 dmg)
Again, the df + C may whiff if you're too far away, so be mindful of that.
- cr. C, qcb + A xx hcbhcb + AC (595 dmg)
Some of the other options whiff at long ranges, so this is the safest option.
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
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