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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 |
cr.C, qcb+A = 191 dmg |
1 Meter |
Anywhere |
cr.C, qcb+[ABC], hcb+BD~qcb+A = 306 dmg |
2 Meters |
Anywhere |
j.D, cl.C(1), df+C, hcb+B, qcfx2+PP = 506 dmg |
Gameplay Overview
Maxima is a slow but powerful defensive grappler. He sports numerous moves with auto-guard, and a 1 frame command grab that rockets the opponent into the corner. Maxima works best when holding position and shutting approach attempts from the opponent. Once they are conditioned to play cautiously, You can use Maxima's bodyslam crossup (j.C) lows and the command grab to bully them into the corner. Once they are there, you keep them there. It takes practice to utilize Maxima's auto-guard correctly, but once you have it down Maxima can be a rewarding character that makes the opponent regret confronting the cyborg.
Normals
Standing
- st. A: A standard jab that takes advantage of Maxima's tall stature.
- st. B: A long reaching kick that makes for a good and speedy poke, something Maxima doesn't sport many of.
- st. C: A reeling standing punch that has auto-guard frames. can be used for spacing.
- st. D: Maxima shoves his foot out. It's slow but it also has auto-guard frames.
Close
- cl. A: Basically the same as the st.A.
- cl. B: Maxima stomps their feet. Short ranged but special cancel-able.
- cl. C: 2 hit punch and special cancel-able. Although slightly less damaging, cl.C is the go-to close starter due to it's speed.
- cl. D: Maxima knees the opponent. While the more damaging than cl.C, its slow speed makes it difficult to connect.
Crouching
- cr. A: Maxima crouches and jabs. A very useful blockstring starter that special cancels.
- cr. B: Maxima does a crouching kick that hits low. Chains into cr.A. While an enticing blockstring starter, make sure you are point blank when you use it due to pushback.
- cr. C: One of Maxima's best pokes. special cancels. Maxima crouches and swings his arm out. Has a good hitbox, and auto-guard frames.
- cr. D: A very long range sweep. Useful for catching people trying to go under Maxima's punches too.
Jumping
- j. A: A short but deep aerial jab. Also special cancels into air qcb+P.
- j. B: Maxima does a fast but very stubby knee.
- j. C: Maxima stretches his limbs out in a body slam. It has a very strong cross-up hitbox.
- j. D: Maxima stomps in the air for a ridiculously deep jump-in, if slow, kick.
Blowback
- st. CD: Maxima clasps his hands together and swings like he's trying to hit a volleyball. Has auto-guard frames and a tall hitbox and all the advantages of a blowback attack. Everything you need to smack that volleyball.
- j. CD: Maxima does a very large drop kick. Maxima's best jumping attack that does a little of everything.
Throws
Dynamite Drop - (b/f+C) close
- Maxima grabs the opponent then kicks them in the chest.
- Soft Knockdown
Drop Bomb - (b/f+D) close
- Maxima suplexes the opponent.
- 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
Rush Auto Combo
Meterless: 163 dmg. Slow and not very damaging.
1 Meter: 240 dmg. Uses Double Vapor Cannon.
EX: 337 dmg.
0 meter
- cl.B, df+C, hcb+B, qcb+P = (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.
- cr.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 [SC] qcfx2+P = (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.
- st.A [SC] qcfx2+P = (215 dmg)
Input the first qcf with st.A. Maxima's A has a max range of about one character away, so use this to punish at that distance.
- cr.C, qcb+A [SC] qcfx2+P = (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 [SC] qcfx2+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.
- cr.A, df+C, qcb+A [SC] qcfx2+BD = (473 dmg)
Hard knockdown and pushes the opponent full screen away.
- st.A [SC] qcfx2+AC = (336 dmg)
Input the first qcf with st.A. Maxima's A has a max range of about one character away, so use this to punish at that distance.
- cr.C, qcb+A [SC] qcfx2+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 [SC] qcfx2+P [AC] qcfx2+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.
- cr.A, df+C, qcb+A [SC] qcfx2+P [AC] qcfx2+BD = (601 dmg)
Again, the df + C may whiff if you're too far away, so be mindful of that.
- cr.C, qcb+A [CC] hcbx2+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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