The King of Fighters 2002/Maxima: Difference between revisions

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== Movelist ==
'''Command Normals:'''<br>
1. Mongolian - f+A<br>
- Maxima does a slow overhead smash that has decent priority if done as a meaty attack<br>
- cancellable into DMs, cancellable into special moves if cancelled into<br>
- overhead
2. M9 Kata: Maxima Missile - df+C<br>
- Maxima punches diagonally upward<br>
- works great as a psychic anti-air, and it is possible to combo after it (especially if it counterhits, allowing you to land a Vapour Cannon)<br>
- cancellable<br>
- does not hit most crouching opponents
'''Special Moves:'''<br>
1. M4 Kata: Vapour Cannon - qcb+P<br>
- Maxima does a strong punch forward<br>
- even though qcb+A and qcb+C have the same animation, qcb+C hits further than it looks, does more damage, but comes out slightly slower<br>
- counterwire<br>
- hard knockdown<br>
- free cancellable into
2. M11 Kata: Dangerous Arch - hcf+K<br>
- generic command throw<br>
- hard knockdown<br>
- free cancellable into
3. M19 Kata: Blitz Cannon - dp+K<br>
- Maxima jumps into the air, and grabs the opponent<br>
- this is generally an anti-air for anticipated jump attacks, but is punishable if you miss<br>
- dp+D jumps further and higher than dp+B, and also does more damage<br>
- hard knockdown
4. System 1/2: Maxima Scramble - qcf+P<br>
- Maxima punches once, at around mid-height<br>
- qcf+C does twice as much damage as qcf+A, but comes out slower (not fast enough to combo after a weak attack)<br>
- free cancellable into<br>
- free cancellable out of
4a. Double Bomber - qcf+P (after Maxima Scramble qcf+P)<br>
- Maxima spins, hitting the opponent twice. This move has little recovery if blocked, but is still punishable<br>
- supercancellable on the second hit<br>
- free cancellable out of on both hits
4b. Bulldog Press - qcf+P (after Double Bomber qcf+P)<br>
- Maxima grabs the opponent and slams then down. This move has long recovery time if blocked<br>
- hard knockdown
5. System 3: Maxima Lift - hcb+K<br>
- Maxima slides forward, doing an unblockable grab attack if the opponent is on the ground. There does not seem to be a difference between hcb+B and hcb+D<br>
- can be followed up by the Centoun Press f+K<br>
- free cancellable into
5a. Centoun Press - f+K (after Maxima Life hcb+K)<br>
- Maxima does a forward flip that will hit the opponent on the ground<br>
- 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 Maxima Lift, then it is possible that this move will whiff<br>
- if this move whiffs, Maxima is invincible to most attacks, including throws<br>
- hard knockdown
'''DMs:'''<br>
1. M2 Kata: Maxima Beam - f hcf+P<br>
- Maxima opens up his chest and fires a beam of energy with fairly poor range<br>
- comes out very slow and is thus uncomboable<br>
- does alot of damage if it manages to counterhit the opponent, about 50%<br>
- 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<br>
- Maxima crouches, then blasts off vertically into the air, and falls to the ground<br>
- qcf hcb+A makes him land very close to where he started from, while qcf hcb+C makes him land a full screen away<br>
- Maxima has autoguard before Maxima goes into the air, and for a little bit as he lands<br>
- overhead on the last hit<br>
- hard knockdown on the last hit
3. Maxima Revenger - hcbx2+K<br>
- instant throw<br>
- Maxima has alot of time to followup with a variety of mixups, including a jump C crossup<br>
- hard knockdown
'''SDMs:'''<br>
1. Maxima Revenger - hcbx2+BD<br>
- same properties as his DM version, but more damage<br>
- he does not have enough time to followup with a mixup, because he taunts at the end of the move<br>
- hard knockdown
'''HSDM:'''<br>
1. Arch Enemy - f B C f C<br>
- Maxima does a Maxima Lift hcb+K, but does a very damaging attack if it connects. The dash has the same properties as the Maxima Lift hcb+K<br>
- this move can be cancelled into from any normal at any time
'''Notes:'''<br>
-cancellable normals are close A, crouch A, close B, close C(1), crouch C, close D<br>
-CD is cancellable into specials and DMs<br>
-crouch C, close C, far C, far D, stand CD and qcf hcb+P have autoguard<br>
-close B is a low attack<br>
-qcf+Px2 is supercancellable on the last hit
== Combos ==
'''Anywhere:'''<br>
'''Anywhere:'''<br>
1. Close C(1)/D, f+A/df+C, qcb+A - 33%<br>
1. Close C(1), f+A/df+C, qcb+A - 33%<br>
2. Close AA, Crouch A, df+C, qcb+C - 30%<br>
2. Close AA, Crouch A, df+C, qcb+C - 30%<br>
3. Close C(1)/D, f+A/df+C, hcbx2+K - 45-50%<br>
3. Close C(1), f+A/df+C, hcbx2+K - 45-50%<br>
4. Close C(1)/D, qcf+Cx3 - 35%<br>
4. Close C(1), qcf+Cx3 - 35%<br>
5. Close A, Crouch AA, qcf+Ax3 - 40%<br>
5. Close A, Crouch AA, qcf+Ax3 - 40%<br>
6. Close C(1)/D, qcf+Cx2, (S)hcbx2+K - 60%<br>
6. Close C(1), qcf+Cx2, (S)hcbx2+K - 60%<br>
7. Jump C(crossup), AA, Crouch A, qcf+Ax2, (S)hcbx2+K - 80%
7. Jump C(crossup), AA, Crouch A, qcf+Ax2, (S)hcbx2+K - 80%


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


'''Maxmode:'''<br>
'''Maxmode:'''<br>
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1. Close C(1), f+A, qcb+P<br>
1. Close C(1), f+A, qcb+P<br>
2. Crouch A, df+C, qcb+P<br>
2. Crouch A, df+C, qcb+P<br>
3. Crouch AA, qcf+A
3. Crouch AA, qcf+A<br>
 
'''Move Properties:'''<br>
-cancellable normals are close A, crouch A, close B, close C(1), crouch C, close D<br>
-CD is cancellable into specials and DMs<br>
-free cancellable into moves are qcb+P, hcb+K, hcf+K, dp+K and qcf+P<br>
-free cancellable out-of moves are f+A and qcf+Px3 on all hits<br>
-df+C is cancellable, f+A only cancellable to DMs by itself, as well as special moves if cancelled into<br>
-crouch C, standing C, standing D, standing CD, qcf hcb+P have autoguard<br>
-close B is a low attack<br>
-qcf+Px2 is supercancellable
 
'''Strategies:'''<br>
-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:'''
== Strategies ==
-df+C does not hit some crouching opponents

Revision as of 00:28, 4 August 2006

Movelist

Command Normals:
1. Mongolian - f+A
- Maxima does a slow overhead smash that has decent priority if done as a meaty attack
- cancellable into DMs, cancellable into special moves if cancelled into
- overhead

2. M9 Kata: Maxima Missile - df+C
- Maxima punches diagonally upward
- works great as a psychic anti-air, and it is possible to combo after it (especially if it counterhits, allowing you to land a Vapour Cannon)
- cancellable
- does not hit most crouching opponents

Special Moves:
1. M4 Kata: Vapour Cannon - qcb+P
- Maxima does a strong punch forward
- even though qcb+A and qcb+C have the same animation, qcb+C hits further than it looks, does more damage, but comes out slightly slower
- counterwire
- hard knockdown
- free cancellable into

2. M11 Kata: Dangerous Arch - hcf+K
- generic command throw
- hard knockdown
- free cancellable into

3. M19 Kata: Blitz Cannon - dp+K
- Maxima jumps into the air, and grabs the opponent
- this is generally an anti-air for anticipated jump attacks, but is punishable if you miss
- dp+D jumps further and higher than dp+B, and also does more damage
- hard knockdown

4. System 1/2: 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. This move has long recovery time 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. There does not seem to be a difference between hcb+B and hcb+D
- can be followed up by the Centoun Press f+K
- free cancellable into

5a. Centoun Press - f+K (after Maxima Life 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 Maxima Lift, 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 is thus 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
- hard knockdown on the last hit

3. Maxima Revenger - hcbx2+K
- instant 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

HSDM:
1. Arch Enemy - f B C f C
- Maxima does a Maxima Lift hcb+K, but does a very damaging attack if it connects. The dash has the same properties as the Maxima Lift hcb+K
- 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, far C, far D, stand CD and qcf hcb+P have autoguard
-close B is a low attack
-qcf+Px2 is supercancellable on the last hit


Combos

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

Corner:
1. Close C(1), 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


Strategies