The King of Fighters 2003/Maxima: Difference between revisions

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[[Image:KoF2003Portrait29-Maxima.png|right]]
{{TOClimit|3}}


{| class="wikitable" style="float:right; margin-left: 10px;"
|-
! align="center" colspan="2" | 鋼のヒューマンウェポン, Steel Human Weapon
|-
! align="center" colspan="2" | [[Image:KoF2003Portrait29-Maxima.png|center]]
|-
| '''Tier Placement''' || C
|-
| '''Ratio Cost (Sarsen)''' || 2 Points (2 Points Leader) of 15
|-
| '''Ratio Cost (China)''' || 2 Points of 20
|-
| '''Best Position''' || Anchor
|-
| '''Good LDM?''' || Trash
|-
| '''Crouch Height''' || High
|-
| '''Wakeup Speed''' || 27 Frames
|-
| '''Stun Value''' || 1000
|-
|}


 
==Introduction==
=Introduction=
'''''「 Maxima 」'''''
'''''「 Maxima 」'''''
{{ ProConTable
| pros=
* guard points (st.C,cl.C,cr.C,CD,qcfqcf P)
* above average damage
* Great DM’s
* decent wake-up game
| cons=
* big hurtbox
* very sluggish button
* situational MSA set-up (counter-hit vapour cannon)
* worst LDM in the game
* no good reversal outside of A bunker buster
* little to no hit-confirms
* unsafe tools
}}


=Data=
'''UNDER CONSTRUCTION'''
===Colors===
===Colors===
'''UNDER CONSTRUCTION'''
{|
! [[image:snka.gif]]
! [[image:snkb.gif]]
! [[image:snkc.gif]]
! [[image:snkd.gif]]
|-
|[[File:KOF2003 Maxima Color A.png]]
|[[File:KOF2003 Maxima Color B.png]]
|[[File:KOF2003 Maxima Color C.png]]
|[[File:KOF2003 Maxima Color D.png]]
|}


==Movelist==
==Movelist==
'''UNDER CONSTRUCTION'''
'''UNDER CONSTRUCTION'''
=== Normals ===
==== Far Normals ====
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=st.A
|input={{Icon-SNK|a}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard= Mid
|startup=
|active=
|recovery=
|total=
|advHit=
|advBlock=
|invul=-
|description=
}}
}}
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=st.B
|input={{Icon-SNK|b}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard= Mid
|startup=
|active=
|recovery=
|total=
|advHit=
|advBlock=
|invul=-
|description=
}}
}}
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=st.C
|input={{Icon-SNK|c}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard= Mid
|startup=
|active=
|recovery=
|total=
|advHit=
|advBlock=
|invul=-
|description=
}}
}}
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=st.D
|input={{Icon-SNK|d}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard= Mid
|startup=
|active=
|recovery=
|total=
|advHit=
|advBlock=
|invul=-
|description=
}}
}}
==== Close Range Normals ====
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=cl.A
|input={{Icon-SNK|a}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard= Mid
|startup=
|active=
|recovery=
|total=
|advHit=
|advBlock=
|invul=-
|description=
}}
}}
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=cl.B
|input={{Icon-SNK|b}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard= Mid
|startup=
|active=
|recovery=
|total=
|advHit=
|advBlock=
|invul=-
|description=
}}
}}
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=cl.C
|input={{Icon-SNK|c}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard= Mid
|startup=
|active=
|recovery=
|total=
|advHit=
|advBlock=
|invul=-
|description=
}}
}}
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=cl.D
|input={{Icon-SNK|d}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard= Mid
|startup=
|active=
|recovery=
|total=
|advHit=
|advBlock=
|invul=-
|description=
}}
}}
==== Crouching Normals ====
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=cr.A
|input={{Motion|2}}{{Icon-SNK|a}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard= Mid
|startup=
|active=
|recovery=
|total=
|advHit=
|advBlock=
|invul=-
|description=
}}
}}
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=cr.B
|input={{Motion|2}}{{Icon-SNK|b}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=
|stun=-
|cancel=
|guard= Low
|startup=
|active=
|recovery=
|total=
|advHit=
|advBlock=
|invul=-
|description=
}}
}}
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=cr.C
|input={{Motion|2}}{{Icon-SNK|c}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=None
|guard= Mid
|startup=
|active=
|recovery=
|total=
|advHit=
|advBlock=
|invul=-
|description=
}}
}}


=Battle=
===== <span class="invisible-header"></span> =====
'''UNDER CONSTRUCTION'''
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=cr.D
|input={{Motion|2}}{{Icon-SNK|d}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard= Low
|startup=
|active=
|recovery=
|total=
|advHit=KD
|advBlock=
|invul=-
|description=
}}
}}
 
 
==== Neutral Jumping Normals ====
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=nj.A
|input={{Motion|8}}{{Icon-SNK|a}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard=Overhead
|startup=
|active=
|recovery=
|total=
|advHit=
|advBlock=
|invul=-
|description=
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=nj.B
|input={{Motion|8}}{{Icon-SNK|b}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard=Overhead
|startup=
|active=
|recovery=
|total=
|advHit=
|advBlock=
|invul=-
|description=
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=nj.C
|input={{Motion|8}}{{Icon-SNK|c}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard=Overhead
|startup=
|active=
|recovery=-
|total=
|advHit=
|advBlock=
|invul=-
|description=
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=nj.D
|input={{Motion|8}}{{Icon-SNK|d}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard=Overhead
|startup=
|active=
|recovery=
|total=
|advHit=
|advBlock=
|invul=-
|description=
}}
}}
 
==== Diagonal Jump Normals ====
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=dj.A
|input={{Motion|7}}/{{Motion|9}}+{{Icon-SNK|a}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard=Overhead
|startup=
|active=
|recovery=-
|total=
|advHit=
|advBlock=
|invul=-
|description=
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=dj.B
|input={{Motion|7}}/{{Motion|9}}+{{Icon-SNK|b}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard=Overhead
|startup=
|active=
|recovery=-
|total=
|advHit=
|advBlock=
|invul=-
|description=
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=dj.C
|input={{Motion|7}}/{{Motion|9}}+{{Icon-SNK|c}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard=Overhead
|startup=
|active=
|recovery=
|total=
|advHit=
|advBlock=
|invul=-
|description=
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=dj.D
|input={{Motion|7}}/{{Motion|9}}+{{Icon-SNK|d}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard=Overhead
|startup=
|active=
|recovery=
|total=
|advHit=
|advBlock=
|invul=-
|description=
}}
}}
 
=== Throws ===
{{MoveData
|image=
|caption=
|name=Choking Vise
|input={{Motion|4}}/{{Motion|6}}+{{Icon-SNK|c}}/{{Icon-SNK|d}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=
|stun=-
|cancel=
|guard= Throw
|startup=-
|active=-
|recovery=-
|total=
|advHit=
|advBlock=
|invul=-
|description=
}}
}}
 
=== MSA ===
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=MSA Startup
|input={{Motion|236}}+{{Icon-SNK|b}}{{Icon-SNK|c}}/{{Icon-SNK|c}}{{Icon-SNK|d}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard= Mid
|startup=
|active=
|recovery=
|total=
|advHit=
|advBlock=
|invul=Strike/Projectile
|description=
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=MSA Entry
|input=After MSA
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard= Mid
|startup=-
|active=-
|recovery=-
|total=
|advHit=
|advBlock=
|invul=-
|description=
}}
}}
 
 
=== Command Normals ===
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=Mongolian
|input={{Motion|6}}{{Icon-SNK|a}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard=Mid
|startup=
|active=
|recovery=
|total=
|advHit=
|advBlock=
|invul=-
|description=
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=M9 Kata ~ Maxima Missile
|input={{Motion|3}}{{Icon-SNK|c}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard=Mid
|startup=
|active=
|recovery=
|total=
|advHit=
|advBlock=
|invul=-
|description=
}}
}}
 
=== Special Moves ===
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=System 1/2 Maxima Scramble
|input={{Motion|236}}{{Icon-SNK|a}} x3
|data=
{{AttackData-KoF03
|version=1st Rekka
|subtitle=Maxima Scramble
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard=
|startup=
|active=-
|recovery=-
|total=
|advHit=
|advBlock=
|invul=-
|description=  
}}
{{AttackData-KoF03
|version=2nd Rekka
|subtitle=Double Bomber
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard=
|startup=
|active=-
|recovery=-
|total=
|advHit=
|advBlock=
|invul=-
|description=
}}
{{AttackData-KoF03
|version=3rd Rekka
|subtitle=Bulldog Press
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard=
|startup=
|active=-
|recovery=-
|total=
|advHit=
|advBlock=
|invul=-
|description=
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=System 1/2 Maxima Scramble
|input={{Motion|236}}{{Icon-SNK|c}} x3
|data=
{{AttackData-KoF03
|version=1st Rekka
|subtitle=Maxima Scramble
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard=
|startup=
|active=-
|recovery=-
|total=
|advHit=
|advBlock=
|invul=-
|description=
}}
{{AttackData-KoF03
|version=2nd Rekka
|subtitle=Double Bomber
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard=
|startup=
|active=-
|recovery=-
|total=
|advHit=
|advBlock=
|invul=-
|description=
}}
{{AttackData-KoF03
|version=3rd Rekka
|subtitle=Bulldog Press
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard=
|startup=
|active=-
|recovery=-
|total=
|advHit=
|advBlock=
|invul=-
|description=
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=System 3 ~ Maxima Lift
|input={{Motion|63214}}[[File:K.png]]
|data=
{{AttackData-KoF03
|version=Maxima Lift
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard= Mid
|startup=
|active=
|recovery=
|total=
|advHit=
|advBlock=
|invul=-
|description=
}}
{{AttackData-KoF03
|version=Centoun Press
|subtitle={{Motion|4}}/{{Motion|6}}[[File:K.png]]
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard= Mid
|startup=
|active=
|recovery=
|total=
|advHit=
|advBlock=
|invul=-
|description=
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=M4 Kata ~ Vapor Cannon
|input={{Motion|214}}[[File:P.png]]
|data=
{{AttackData-KoF03
|version={{Icon-SNK|a}}
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard=
|startup=-
|active=-
|recovery=-
|total=
|advHit=
|advBlock=
|invul=-
|description=
}}
{{AttackData-KoF03
|version={{Icon-SNK|c}}
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard=
|startup=-
|active=-
|recovery=-
|total=
|advHit=
|advBlock=
|invul=-
|description=
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=M11 Kata ~ Dangerous Arch
|input={{Motion|41236}}[[File:K.png]]
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard=
|startup=-
|active=-
|recovery=-
|total=
|advHit=
|advBlock=
|invul=-
|description=
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=M9 Kata ~ Blitz Cannon
|input={{Motion|623}}[[File:K.png]]
|data=
{{AttackData-KoF03
|version={{Icon-SNK|b}}
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard= Throw
|startup=-
|active=-
|recovery=-
|total=
|advHit=
|advBlock=
|invul=-
|description=
}}
{{AttackData-KoF03
|version={{Icon-SNK|d}}
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard= Throw
|startup=-
|active=-
|recovery=-
|total=
|advHit=
|advBlock=
|invul=-
|description=
}}
}}
 
=== Super Moves ===
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=Bunker Buster
|input={{Motion|236}}{{Motion|63214}}[[File:P.png]]
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard=
|startup=
|active=-
|recovery=-
|total=
|advHit=
|advBlock=
|invul=-
|description=
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=Maxima Revenger
|input={{Motion|63214}}{{Motion|63214}}[[File:K.png]]
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard=
|startup=
|active=-
|recovery=-
|total=
|advHit=
|advBlock=
|invul=-
|description=
}}
}}
 
=== LDM ===
{{MoveData
|image=
|caption=
|name=MXII Kata ~ Final Cannon
|input={{Motion|63214}}{{Motion|6}}{{Icon-SNK|a}}{{Icon-SNK|c}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard=
|startup=
|active=-
|recovery=-
|total=
|advHit=
|advBlock=
|invul=-
|description=
}}
}}
 
==Combos==
General notes:
*when landing from a standing MSA, remember to do the bnb's rather than the MSA ender (some Bnb's are more favored than others in this secnario)
 
*for the most part, counterwire combos are dependant on where you landed the move.
'''BnBs:'''
* cr.A /cl.A / cl.B, df.C, qcb P
:light confirm into vapour cannon. decent confirm but the damage isn't too impressive. you can do this with heavies but the slighty added pushback on heavies and df.C will cause the vapor cannon to whiff. 
 
* cl.B, hcb K
:low into command grab
 
* (j.X,) cl.C (1) / cl.D / df.C, qcf Px3 / qcb P
:maxima's main heavy starter into special combos. qcfx3 generally does more dmg than vapour cannon. also worth mentioning that you shoudln't use his command normals after heavies as they are ethier slow (f.A) or they have big pushback (df.C) that will cause special moves to whiff. If you start with cl.D or df.C, don't use a jump-in as the aformentioned buttons are too slow to combo from a jump-in.
 
*  (j.X,) cl.C (1), qcf Px2 (SC)qcfx2 P / hcbx2 K
:Combo into super. qcfx2 P generally does more dmg
 
* f.A, hcbx2 K
:overhead into command grab super
 
* (against airborne opponents) df.C, dp K
:if you happen to anti-air an opponent with df.C then you can cancel into dp K to add on abit of extra damage. Requires you to hit the opponent as soon as there close the ground in order for this to work, thus making it not as useful but still worth trying.   
 
* qcb P (CH), st.A/qcfx2 P
:CH vapour cannon into st.A or super. Unfortuantely in this game, maxima recovers too slowly to do almost anything from a CH vapour cannon and even then to get the follow-ups you have need to be in the correct space to do so, doing it near/in the corner or near the side of the screen (dpending on which side your on) will cause the opponent to cross-up. In terms of the most consistent follow-ups, st.A is your best (and safest) bet, while qcfx2 P is the better one for damage (albeit abit more risker). also remember to time qcfx2 P abit early as doing it abit too late with cause the opponent to remain grounded, only suffering just one hit and leaving you punishable in the process.   


===''Attack Strings''===
'''MSA Starters:'''
'''UNDER CONSTRUCTION'''
* qcb P (CH), MSA
:maxima's ONLY MSA set-up and not really a good one at that, mainly because you need a counter-hit in order to set it up and even then it's also space dependent.


=Combos=
'''MSA Enders:'''
'''UNDER CONSTRUCTION'''
* (After landing from MSA) dp K/qcfx2 P
:very basic MSA ender's. qcfx2 P does better dmg while dp k gives better oki.


=Strategy=
==Strategy==
'''UNDER CONSTRUCTION'''
'''UNDER CONSTRUCTION'''


=Match Up=
===Match Up===
'''UNDER CONSTRUCTION'''
'''UNDER CONSTRUCTION'''


Line 177: Line 1,232:
{{Navbox-KOF2003}}
{{Navbox-KOF2003}}
[[Category:The King of Fighters 2003]]
[[Category:The King of Fighters 2003]]
[[category:Maxima]]

Latest revision as of 03:03, 1 October 2022

鋼のヒューマンウェポン, Steel Human Weapon
KoF2003Portrait29-Maxima.png
Tier Placement C
Ratio Cost (Sarsen) 2 Points (2 Points Leader) of 15
Ratio Cost (China) 2 Points of 20
Best Position Anchor
Good LDM? Trash
Crouch Height High
Wakeup Speed 27 Frames
Stun Value 1000

Introduction

「 Maxima 」

Strengths Weaknesses
  • guard points (st.C,cl.C,cr.C,CD,qcfqcf P)
  • above average damage
  • Great DM’s
  • decent wake-up game
  • big hurtbox
  • very sluggish button
  • situational MSA set-up (counter-hit vapour cannon)
  • worst LDM in the game
  • no good reversal outside of A bunker buster
  • little to no hit-confirms
  • unsafe tools

Colors

Snka.gif Snkb.gif Snkc.gif Snkd.gif
KOF2003 Maxima Color A.png KOF2003 Maxima Color B.png KOF2003 Maxima Color C.png KOF2003 Maxima Color D.png

Movelist

UNDER CONSTRUCTION

Normals

Far Normals

st.A
Kof.lp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - -

st.B
Kof.lk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - -

st.C
Kof.sp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - -

st.D
Kof.sk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - -


Close Range Normals

cl.A
Kof.lp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - -

cl.B
Kof.lk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - -

cl.C
Kof.sp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - -

cl.D
Kof.sk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - -


Crouching Normals

cr.A
D.pngKof.lp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - -

cr.B
D.pngKof.lk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Low - - - - - - - - - - - - -

cr.C
D.pngKof.sp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - None - - - - - - -

cr.D
D.pngKof.sk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Low - - - - - - - - - - KD - -


Neutral Jumping Normals

nj.A
U.pngKof.lp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - - - - - - - -

nj.B
U.pngKof.lk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - - - - - - - -

nj.C
U.pngKof.sp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - - - - - - - -

nj.D
U.pngKof.sk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - - - - - - - -

Diagonal Jump Normals

dj.A
Ub.png/Uf.png+Kof.lp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - - - - - - - -

dj.B
Ub.png/Uf.png+Kof.lk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - - - - - - - -

dj.C
Ub.png/Uf.png+Kof.sp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - - - - - - - -

dj.D
Ub.png/Uf.png+Kof.sk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - - - - - - - -

Throws

Choking Vise
B.png/F.png+Kof.sp.png/Kof.sk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Throw - - - - - - - - - - - - -

MSA

MSA Startup
Qcf.png+Kof.lk.pngKof.sp.png/Kof.sp.pngKof.sk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - Strike/Projectile

MSA Entry
After MSA
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - -


Command Normals

Mongolian
F.pngKof.lp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - -

M9 Kata ~ Maxima Missile
Df.pngKof.sp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - -

Special Moves

System 1/2 Maxima Scramble
Qcf.pngKof.lp.png x3
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
1st Rekka
Maxima Scramble
- - - - - - - - - - - - - - - -
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
2nd Rekka
Double Bomber
- - - - - - - - - - - - - - - -
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
3rd Rekka
Bulldog Press
- - - - - - - - - - - - - - - -

System 1/2 Maxima Scramble
Qcf.pngKof.sp.png x3
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
1st Rekka
Maxima Scramble
- - - - - - - - - - - - - - - -
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
2nd Rekka
Double Bomber
- - - - - - - - - - - - - - - -
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
3rd Rekka
Bulldog Press
- - - - - - - - - - - - - - - -

System 3 ~ Maxima Lift
Hcb.pngK.png
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Maxima Lift - - Mid - - - - - - - - - - - - -
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Centoun Press
B.png/F.pngK.png
- - Mid - - - - - - - - - - - - -

M4 Kata ~ Vapor Cannon
Qcb.pngP.png
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kof.lp.png - - - - - - - - - - - - - - - -
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kof.sp.png - - - - - - - - - - - - - - - -

M11 Kata ~ Dangerous Arch
Hcf.pngK.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - - - - - - - - - - - - - - -

M9 Kata ~ Blitz Cannon
Dp.pngK.png
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kof.lk.png - - Throw - - - - - - - - - - - - -
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kof.sk.png - - Throw - - - - - - - - - - - - -

Super Moves

Bunker Buster
Qcf.pngHcb.pngP.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - - - - - - - - - - - - - - -

Maxima Revenger
Hcb.pngHcb.pngK.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - - - - - - - - - - - - - - -

LDM

MXII Kata ~ Final Cannon
Hcb.pngF.pngKof.lp.pngKof.sp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - - - - - - - - - - - - - - -

Combos

General notes:

  • when landing from a standing MSA, remember to do the bnb's rather than the MSA ender (some Bnb's are more favored than others in this secnario)
  • for the most part, counterwire combos are dependant on where you landed the move.

BnBs:

  • cr.A /cl.A / cl.B, df.C, qcb P
light confirm into vapour cannon. decent confirm but the damage isn't too impressive. you can do this with heavies but the slighty added pushback on heavies and df.C will cause the vapor cannon to whiff.
  • cl.B, hcb K
low into command grab
  • (j.X,) cl.C (1) / cl.D / df.C, qcf Px3 / qcb P
maxima's main heavy starter into special combos. qcfx3 generally does more dmg than vapour cannon. also worth mentioning that you shoudln't use his command normals after heavies as they are ethier slow (f.A) or they have big pushback (df.C) that will cause special moves to whiff. If you start with cl.D or df.C, don't use a jump-in as the aformentioned buttons are too slow to combo from a jump-in.
  • (j.X,) cl.C (1), qcf Px2 (SC)qcfx2 P / hcbx2 K
Combo into super. qcfx2 P generally does more dmg
  • f.A, hcbx2 K
overhead into command grab super
  • (against airborne opponents) df.C, dp K
if you happen to anti-air an opponent with df.C then you can cancel into dp K to add on abit of extra damage. Requires you to hit the opponent as soon as there close the ground in order for this to work, thus making it not as useful but still worth trying.
  • qcb P (CH), st.A/qcfx2 P
CH vapour cannon into st.A or super. Unfortuantely in this game, maxima recovers too slowly to do almost anything from a CH vapour cannon and even then to get the follow-ups you have need to be in the correct space to do so, doing it near/in the corner or near the side of the screen (dpending on which side your on) will cause the opponent to cross-up. In terms of the most consistent follow-ups, st.A is your best (and safest) bet, while qcfx2 P is the better one for damage (albeit abit more risker). also remember to time qcfx2 P abit early as doing it abit too late with cause the opponent to remain grounded, only suffering just one hit and leaving you punishable in the process.

MSA Starters:

  • qcb P (CH), MSA
maxima's ONLY MSA set-up and not really a good one at that, mainly because you need a counter-hit in order to set it up and even then it's also space dependent.

MSA Enders:

  • (After landing from MSA) dp K/qcfx2 P
very basic MSA ender's. qcfx2 P does better dmg while dp k gives better oki.

Strategy

UNDER CONSTRUCTION

Match Up

UNDER CONSTRUCTION

Kof03bar01ash.jpg

| - Ash:

Kof03bar02duolon.jpg

| - Duo Lon:

Kof03bar03shen.jpg

| - Shen:

Kof03bar04terry.jpg

| - Terry:

Kof03bar05joe.jpg

| - Joe:

Kof03bar06tizoc.jpg

| - Tizoc:

Kof03bar07ryo.jpg

| - Ryo:

Kof03bar08Robert.jpg

| - Robert:

Kof03bar09Yuri.jpg

| - Yuri:

Kof03bar10Kim.jpg

| - Kim:

Kof03bar11Chang.jpg

| - Chang:

Kof03bar12Jhun.jpg

| - Jhun:

Kof03bar13Leona.jpg

| - Leona:

Kof03bar14Ralf.jpg

| - Ralf:

Kof03bar15Clark.jpg

| - Clark:

Kof03bar16Gato.jpg

| - Gato:

Kof03bar17Billy.jpg

| - Billy:

Kof03bar18Yamazaki.jpg

| - Yamazaki:

Kof03bar19King.jpg

| - King:

Kof03bar20Mai.jpg

| - Mai:

Kof03bar21Mary.jpg

| - Mary:

Kof03bar22Benimaru.jpg

| - Benimaru:

Kof03bar23Shingo.jpg

| - Shingo:

Kof03bar24Daimon.jpg

| - Daimon:

Kof03bar25Athena.jpg

| - Athena:

Kof03bar26Hinako.jpg

| - Hinako:

Kof03bar27Malin.jpg

| - Malin:

Kof03bar28K'.jpg

| - K':

Kof03bar29Maxima.jpg

| - Maxima:

Kof03bar30Whip.jpg

| - Whip:

Kof03bar31Kyo.jpg

| - Kyo:

Kof03bar33Chizuru.jpg

| - Chizuru:

Kof03bar34KUSANAGI.jpg

| - KUSANAGI:

Kof03bar35Maki.jpg

| - Maki:

Kof03bar36Adelheid.jpg

| - Adelheid:

Kof03bar37Mukai.jpg

| - Mukai:


Game Navigation

General
Controls
Notation
HUD
System
FAQ
Characters
Ash
Athena
Benimaru
Billy
Chang
Chizuru
Clark
Daimon
Duo Lon
Gato
Hinako
Iori
Jhun
Joe
K'
Kim
King
Kusanagi
Kyo
Leona
Mai
Malin
Mary
Maxima
Ralf
Robert
Ryo
Shen
Shingo
Terry
Tizoc
Whip
Yamazaki
Yuri
Console/Cheats/Rom Hacks Only
Adelheid
Maki
Mukai