Difference between revisions of "XV Broken/Maxima"
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* '''Great Midrange''': Maxima has a wide variety of good mid range pokes, and gets fantastic reward off many of his options. A single hit can easily lead into a devious oki situation for the game. | * '''Great Midrange''': Maxima has a wide variety of good mid range pokes, and gets fantastic reward off many of his options. A single hit can easily lead into a devious oki situation for the game. | ||
* '''Fantastic Mixups''': Maxima gets lots of hard knockdowns and safejump option selects once he wins neutral. After this, he gets a ridiculous midscreen offense game with a high chip-damage pressure reset, left/right setups, a 1f command grab, a high damage instant overhead that grants HKD, massive jumping buttons, and frametraps galore. | * '''Fantastic Mixups''': Maxima gets lots of hard knockdowns and safejump option selects once he wins neutral. After this, he gets a ridiculous midscreen offense game with a high chip-damage pressure reset, left/right setups, a 1f command grab, a high damage instant overhead that grants HKD, massive jumping buttons, and frametraps galore. | ||
* '''No Jumping:''' Highly damaging anti-air combos from 3C force characters to | * '''No Jumping In:''' Highly damaging anti-air combos from 3C and a very good anti air special force characters to approach on the ground, which Maxima is great at stopping. | ||
* '''Safejumps from anything:''' Going into any of his BNBs gives maxima easy 4f safejumps. Which are perfect for a character that deals so much damage. | |||
| cons= | | cons= | ||
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* '''Terrible Lows''': Maxima's 2B is frame 7, unchainable, has bad whiff recovery, and requires him to be very close to get anything off it. And that's his '''best''' low. | * '''Terrible Lows''': Maxima's 2B is frame 7, unchainable, has bad whiff recovery, and requires him to be very close to get anything off it. And that's his '''best''' low. | ||
* '''Awful vs Ground Fireballs''': Maxima's speed already gives him issues here, but his lack of ways to actually deal with ground fireballs in constructive ways is a major hurdle. | * '''Awful vs Ground Fireballs''': Maxima's speed already gives him issues here, but his lack of ways to actually deal with ground fireballs in constructive ways is a major hurdle. | ||
* '''Stubby''': Despite his size, Maxima's moves are stubbier than you'd expect. When tied with his speed, it makes his pokes much worse than | * '''Stubby''': Despite his size, Maxima's moves are stubbier than you'd expect. When tied with his speed, it makes his pokes much worse than they seem. | ||
* ''' | * '''Pisspoor Abare''': Bad framedata coupled with no confirms means that it's hard for Maxima to really threaten his opponents or turn the tides on defense. Which is quite ironic considering what he wants to do. | ||
}} | }} | ||
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| '''0 Meter''' | | '''0 Meter''' | ||
| | | | ||
2B, 2A, 2A, 236A<br/> | |||
Close C (1 hit), 3C, 214A<br/> | |||
| | | | ||
( = dmg<br/> | ( = dmg<br/> | ||
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| '''1 Meter''' | | '''1 Meter''' | ||
| | | | ||
Close (1 hit), 3C, 214A, 236236A/C<br/> | |||
Close D, 3C, 214AC, 3C, 624BD br/> | |||
| | | | ||
( = dmg<br/> | ( = dmg<br/> | ||
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| '''2 Meters''' | | '''2 Meters''' | ||
| | | | ||
5B, 3C, 214A, 236236AC <br/> | |||
Close D, 3C, 214A, 236236BD <br/> | |||
| | | | ||
( = dmg <br/> | ( = dmg <br/> | ||
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* Cancels into j.214P. | * Cancels into j.214P. | ||
* Hits deep. | * Hits deep. | ||
* Useful for jumping in or as an air-to-air. Very versatile button with a big amount of active frames. | |||
}} | }} | ||
====Jump B==== | ====Jump B==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|moveId=maxima_qcf+cd | |moveId=maxima_qcf+cd | ||
|description= | |description= | ||
* | *Standard shatterstrike. 15F start-up and -10 on block. | ||
*Utilize for anti-airing bothersome jump CDs or disjointed jump normals. | |||
*Also utilize to break through pressure or to guardpoint low moves. | |||
*Shatterstrike point blank at the corner puts you at perfect range to do 3C, 236C, 236A auto-timed. | |||
*Anti-air shatter strike will require micro dash 3C into your usual finishers (214C -> Super, 623B/D/BD, 624BD, 236C -> 624BD, 214A/C)- | |||
}} | }} | ||
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* Cancelable anti-air that leads to big combos. | * Cancelable anti-air that leads to big combos. | ||
* Puts opponent into juggle state on air hit so you can combo into anything without meter. | * Puts opponent into juggle state on air hit so you can combo into anything without meter. | ||
* Cancels from 2A, 2C, all close normals, and far A. Useful for hit-confirming pokes and converting hits into bigger damage | * Cancels from 2A, 2C, all close normals, and far A. Useful for hit-confirming pokes and converting hits into bigger damage. | ||
* Decent horizontal range to use as an anti-air AND as a counter poke. | * Decent horizontal range to use as an anti-air AND as a counter poke. | ||
* Forces opponent into a standing-state on hit | * Forces opponent into a standing-state on hit | ||
Maxima has multiple combo options on air hit. Meterless, he can perform 214C, which does massive damage and leads to a hard knockdown; 236236K[K] will connect afterwards. | |||
}} | }} | ||
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|captions= Catch them pressing buttons | |captions= Catch them pressing buttons | ||
|description3= | |description3= | ||
* Used for space control and | * Used for space control, frametraps, and pressure. | ||
* Hard knockdown. | * Hard knockdown. | ||
* Wallbounces on Counter Hit. | * Wallbounces on Counter Hit. | ||
* C version is plus on block, which can be utilized | * C version is plus on block, which can be utilized for a variety of reasons. You are +4, so it frametraps into 2B and other frame 7 buttons. Also allows you to armor trap opponents who are mashing a lot with either 2C or 2D, depending on what you think they'll mash. | ||
* C version also can recover close or far depending on if Maxima interrupts the recovery with an action or not. | * C version also can recover close or far depending on if Maxima interrupts the recovery with an action or not. | ||
* EX version wallbounces on ground hit | * EX version wallbounces on ground hit but not on air hit. Counter Hits do not affect this behaviour. | ||
* Negates projectiles, but only the EX version negates EX projectiles. | * Negates projectiles, but only the EX version negates EX projectiles. | ||
Everything about this move is very hard to punish. | |||
}} | }} | ||
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|description3= | |description3= | ||
* Overhead attack. | * Overhead attack. | ||
* Very fast if TK'd properly (4F jump start-up + 11F move start-up = 15F total startup) | |||
* Hard to punish at midscreen due to pushback. | * Hard to punish at midscreen due to pushback. | ||
* Cancels from j.A and j.C for "double overhead" jump-ins. | * Cancels from j.A and j.C for "double overhead" jump-ins. | ||
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* EX version has full autoguard and can beat most reversals clean. It's also much safer. | * EX version has full autoguard and can beat most reversals clean. It's also much safer. | ||
* Negates projectiles just like the regular Vapor Cannon. | * Negates projectiles just like the regular Vapor Cannon. | ||
Mix this in with your midscreen pressure and oki game to turn their brain into mush. If you buffer it right you can even armor through abare. It's not easy at all though. | Mix this in with your midscreen pressure and oki game to turn their brain into mush. If you buffer it right you can even armor through abare. It's not easy at all though. <br/> | ||
In the corner, utilize this as a high-low mix-up situation with your close B, 2B on a knockdown. This is especially useful if you've cornered someone with EX Maxima Press. | |||
}} | }} | ||
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* Damaging anti-air grab. | * Damaging anti-air grab. | ||
* Hard knockdown. | * Hard knockdown. | ||
* EX version | * Hitbox is around the hand and hurtbox is generally around the body - if done early enough, it will cleanly grab opponents out of active air attacks | ||
* Regular version gives a safe jump in the corner. | |||
* EX version hits grounded opponents and has full-body guardpoint on frame 1. | |||
EX version is your ONLY non-super reversal. Better get good at using it. | EX version is your ONLY non-super reversal. Better get good at using it. | ||
}} | }} |
Revision as of 09:28, 4 February 2023
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
M-9 Maxima Missile (Prototype) - +
Special Moves
Air M-4 Vapor Cannon - (Mid-air) + / (*)
Super Special Moves
Climax Super Special Moves
Gameplay Overview
Maxima is a true juggernaut. Infamous for his devilish close-range game, Maxima excels at winning neutral and then dragging the opponent into an overwhelming midscreen offensive game. To help with this, Maxima has several great midscreen options, and decent answers to fireballs that range from low to high reward. Vapor Cannon makes for a fantastic, largely active, safe poke that leads to a hard knockdown and high damage on hit, and potentially the game itself on counterhit. However, Maxima's main downside comes in his speed. Maxima's walkspeed is slow, his runspeed is slow, and his moves all come out slow. This makes his Abare a bit riskier than other chars, and changes his playstyle quite a bit compared to the average KoF character. Master this, and you will be rewarded with big damage and incredible mixups.
Maxima is a unique powerhouse character who excels at destroying the opponent with powerful mixups when he gets in. | |
Pros | Cons |
|
|
Quick Combo Reference
In a nutshell
- Basic combo route is (any normal) > 3C > 214A > [anything].
- If you have half a bar to spare: (any normal) > 3C > 214AC > 214A > P Super.
- Max damage for 50% bar: (any normal) > 3C > 214AC > microstep > 3C > 214C = 355 dmg. Very meter efficient combo and the BNB you should use the most when not trying to combo into supers. There is almost no reason ever to not use this combo due to the damage and meter efficiency.
- Combo into (EX) Maxima Press for great oki: (any normal) > 3C > 214AC > microstep > 3C > 624BD > 214P = 387 + corner safejump for 1 meter.
0 Meter |
2B, 2A, 2A, 236A |
( = dmg |
1 Meter |
Close (1 hit), 3C, 214A, 236236A/C |
( = dmg |
2 Meters |
5B, 3C, 214A, 236236AC |
( = dmg |
Normals
Far Standing Normals
Far A
stand A
st.A
st.A |
---|
Far B
stand B
st.B
st.B |
---|
Far C
stand C
st.C
st.C |
---|
Far D
stand D
st.D
st.D |
---|
Close Standing Normals
Close A
close A
cl.A
cl.A |
---|
Close B
close B
cl.B
cl.B |
---|
Close C
close C
cl.C
cl.C |
---|
Close D
close D
cl.D
cl.D |
---|
Crouch Normals
Crouch A
crouch A
cr.A
cr.A |
---|
Crouch B
crouch B
cr.B
cr.B |
---|
Crouch C
crouch C
cr.C
cr.C |
---|
Crouch D
crouch D
cr.D
cr.D |
---|
Jump Normals
Jump A
jump A
j.A
j.A |
---|
Jump B
jump B
j.B
j.B |
---|
Jump C
jump C
j.C
j.C |
---|
Jump D
jump D
j.D
j.D |
---|
Blowback
Blowback
Blowback
CD
CD |
---|
ShatterStrike
ShatterStrike
236CD
236CD |
---|
jump CD
jump CD
j.CD
j.CD |
---|
Rush Moves
rush
cl.AA/c.AAX
cl.AA/c.AAX |
---|
Throws
Dynamite Drop
Dynamite Drop
(close) 4/6C
(close) 4/6C |
---|
Drop Bomb
Drop Bomb
(close) 4/6D
(close) 4/6D |
---|
Command Moves
M-9 Maxima Missile (Prototype)
M-9 Maxima Missile (Prototype)
3C
3C |
---|
Special Moves
M-4 Vapor Cannon
M-4 Vapor Cannon
214A/C/AC
214A/C/AC |
---|
Air M-4 Vapor Cannon
Air M-4 Vapor Cannon
j.214A/C/AC
j.214A/C/AC |
---|
M-19 Blitz Cannon
M-19 Blitz Cannon
623B/D/BD
623B/D/BD |
---|
Maxima Press (& Follow-Up)
Maxima Press
624B/D/BC, 214A/C
624B/D/BC, 214A/C |
---|
Maxima Charge
Maxima Charge
236A/C/AC
236A/C/AC |
---|
Super Special Moves
Double Vapor Cannon
Double Vapor Cannon
236236A/C/AC
236236A/C/AC |
---|
M-24 Atomic Laser
M-24 Atomic Laser
236236B/D/BD
236236B/D/BD |
---|
Climax
MX-III CIWS Launcher
MX-III CIWS Launcher
2141236CD
2141236CD |
---|