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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) | 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) | 3. Close C(1), f+A/df+C, hcbx2+K - 45-50%<br> | ||
4. Close C(1) | 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) | 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) | 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> | ||
== Strategies == | |||
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