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The King of Fighters 2002/Maxima
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KOF 2002 Maxima Mook
Movelist
Throws
1. Dynamite Drop - b/f+C
- Maxima grabs the opponent and drop kicks them across the screen in the direction he was facing
2. Choking Vise - b/f+D
- Maxima twists the neck of the opponent and drops them to the ground closeby, in the direction opposite of w
Command Normals
1. Mongolian - f+A
- Maxima performs an double fisted smash that comes out slow
- overhead
- cancellable into special moves/supers if cancelled into. If not cancelled into, it is only cancellable into supers
2. M9 Kata: Maxima Missile (Shisaku) - df+C
- A diagonally angled punch that lifts the opponent into the air if they were in the air while they got hit
- cancellable without having to cancel into it
- whiffs against most crouching opponents
Special Moves
1. M4 Kata: Vapour Cannon - qcb+P
- Maxima does a strong punch forward that has good range and very good damage
- qcb+C hits a little bit further, does a little more damage but comes out a bit slower than qcb+A
- can negate projectiles
- hard knockdown
- counterwire
- free cancellable into
2. M11 Kata: Dangerous Arch - hcf+K
- Maxima does a belly to belly supplex, slamming them down to the opposite side
- one frame instant throw
- hard knockdown
3. M19 Kata: Blitz Cannon - dp+K
- Maxima jumps into the air, and grabs the opponent if they are in the air as well
- this is generally an anti-air for anticipated jump attacks and is punishable if you miss
- dp+D jumps further and higher than dp+B, and also does more damage
- hard knockdown
- free cancellable into
4. Maxima Scramble - qcf+P
- Maxima punches once, at around mid-height
- qcf+C does twice as much damage as qcf+A, but comes out slower (not fast enough to combo after a weak attack)
- free cancellable into
- free cancellable out of
4a. Double Bomber - qcf+P (after Maxima Scramble qcf+P)
- Maxima spins, hitting the opponent twice. This move has little recovery if blocked, but is still punishable
- supercancellable on the second hit
- free cancellable out of on both hits
4b. Bulldog Press - qcf+P (after Double Bomber qcf+P)
- Maxima grabs the opponent and slams then down, having a lot of recovery if blocked
- hard knockdown
5. System 3: Maxima Lift - hcb+K
- Maxima slides forward, doing an unblockable grab attack if the opponent is on the ground
- can be followed up by the Centoun Press f+K
- free cancellable into
5a. Centoun Press - f+K (after hcb+K)
- Maxima does a forward flip that will hit the opponent on the ground
- if this move is done very early, the Maxima Lift hcb+K does no damage, and this move will whiff. If the opponent recovery rolls the hcb+K, then it is possible that this move will whiff
- if this move whiffs, Maxima is invincible to most attacks, including throws
- hard knockdown
DMs
1. M2 Kata: Maxima Beam - f hcf+P
- Maxima opens up his chest and fires a beam of energy with fairly poor range
- comes out very slow and so is uncomboable
- does alot of damage if it manages to counterhit the opponent, about 50%
- can hit behind Maxima as well, so it is probably not a good idea for the opponent to roll behind Maxima when he executes this move
2. Bunker Buster - qcf hcb+P
- Maxima crouches, then blasts off vertically into the air, and falls to the ground
- qcf hcb+A makes him land very close to where he started from, while qcf hcb+C makes him land a full screen away
- Maxima has autoguard before Maxima goes into the air, and for a little bit as he lands
- overhead on the last hit (when coming down)
- hard knockdown on the last hit
3. Maxima Revenger - hcbx2+K
- instant one frame throw
- Maxima has alot of time to followup with a variety of mixups, including a jump C crossup
- hard knockdown
SDMs
1. Maxima Revenger - hcbx2+BD
- same properties as his DM version, but more damage
- he does not have enough time to followup with a mixup, because he taunts at the end of the move
- hard knockdown
HSDMs
1. Arch Enemy - f B C f C
- Maxima guides across the screen similar to his hcb+K, but does a very damaging attack if it connects
- this move can be cancelled into from any normal at any time
Notes
- cancellable normals are close A, crouch A, close B, close C(1), crouch C, close D
- CD is cancellable into specials and DMs
- crouch C, close C, close D, far C, far D, stand CD and qcf hcb+P have autoguard
- close B is a low attack