The King of Fighters 2002/Maxima: Difference between revisions

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-his close A and crouch A are very damaging for jabs, and can lead to damaging combos using qcf+A (which is safe on block). Thus, jabbing and cancelling to qcf+A is decent for upclose combat
-his close A and crouch A are very damaging for jabs, and can lead to damaging combos using qcf+A (which is safe on block). Thus, jabbing and cancelling to qcf+A is decent for upclose combat


-use his far C just as a fireball is going to hit. The autoguard will absorb it, and hit the opponent if they are trying to do something after the fireball
-use his far C just as a fireball or some obvious attack is going to hit. The autoguard will absorb it, and hit the opponent if they are trying to do something after the fireball


'''Notes:'''
'''Notes:'''
-df+C does not hit some crouching opponents
-df+C does not hit some crouching opponents

Revision as of 20:50, 24 June 2006

Anywhere:
1. Close C(1)/D, f+A/df+C, qcb+A - 33%
2. Close AA, Crouch A, df+C, qcb+C - 30%
3. Close C(1)/D, f+A/df+C, hcbx2+K - 45-50%
4. Close C(1)/D, qcf+Cx3 - 35%
5. Close A, Crouch AA, qcf+Ax3 - 40%
6. Close C(1)/D, qcf+Cx2, (S)hcbx2+K - 60%
7. Jump C(crossup), AA, Crouch A, qcf+Ax2, (S)hcbx2+K - 80%

Corner:
1. Close C(1)/D, f+A, qcf+Ax2, (S)hcbx2+K/(S)qcf hcb+A - 70%

Maxmode:
1. f+A, BC, qcf+Ax2, (S)hcbx2+K/BD - 50%/75%
2. Jump C(crossup), A, df+C, BC, qcf+Ax2, (S)hcbx2+K/BD - 90%

Counterhit:
1. Close C(counter hit from jumpin, 1), df+C, dp+K - 40-45%
2. qcb+P(counterwire), df+C, dp+K/qcf hcb+P - 50%
3. df+C(counterhit), walk df+C(as late as possible), df+C(as early as possible), dp+D/qcf hcb+A - 50%/60% (Corner)

Attack Strings:
1. Close C(1), f+A, qcb+P
2. Crouch A, df+C, qcb+P
3. Crouch AA, qcf+A

Move Properties:
-cancellable normals are close A, crouch A, close B, close C(1), crouch C, close D
-CD is cancellable into specials and DMs
-free cancellable into moves are qcb+P, hcb+K, hcf+K, dp+K and qcf+P
-free cancellable out-of moves are f+A and qcf+Px3 on all hits
-df+C is cancellable, f+A only cancellable to DMs by itself, as well as special moves if cancelled into
-crouch C, standing C, standing D, standing CD, qcf hcb+P have autoguard
-close B is a low attack
-qcf+Px2 is supercancellable

Strategies:
-his qcb+P vapour cannon is probably one of his best moves due to it's speed, decent range, and enormous damage (especially if it counterhits, as it causes a counterwire). Most opponents aware of this are careful when waking up. Thus, after forcing people to block on wakeup in fear of the vapour cannon, you can use run up and throw mixups (using hcb, run, hcb+P buffers for run up throw DMs)

-he has many decent anti-air options. df+C or dp+K are good for early anti-airs, although attempting to guess when the opponent will jump, with dp+K, can be suicidal, so it is more recommended to stick out df+C. If the jumpin is late, abuse the autoguard on his close C to interrupt jumpins. Cancel the first hit of his Close C to df+C, since it is very likely that the autoguard of his jump C counterhit the opponent's jumpin, which will result in df+C comboing, and allowing you to followup with dp+K

-his stand CD has long frames of autoguard, and covers a large amount of area around him. Throw it out randomly while a bit closer than half screen away from the opponent, which will hit them if they try to jump in. If they toss out a ground fireball, cancel to dp+B to hop over it, although this does not work if they use an air fireball such as a psychoball. If the CD is going to totally whiff, and the opponent stays on the ground, cancel it to qcb+P or hcb+K for mindgames

-jump C is a great crossup attack

-jump CD will beat almost everything air to air but attacks that are low to the ground (such as Iori crouch D) will easily beat it

-his crouch D has very good range and is fairly fast, thus works well as a wakeup move from a distance. It can be used to punish some things that are usually considered unpunishable due to the distance, such as Kim's qcb+D

-his close A and crouch A are very damaging for jabs, and can lead to damaging combos using qcf+A (which is safe on block). Thus, jabbing and cancelling to qcf+A is decent for upclose combat

-use his far C just as a fireball or some obvious attack is going to hit. The autoguard will absorb it, and hit the opponent if they are trying to do something after the fireball

Notes: -df+C does not hit some crouching opponents