The King of Fighters XIII/Maxima: Difference between revisions

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==== 0% Drive ====
==== 0% Drive ====
'''0 Bar'''
'''0 Bar'''
*''cr.A,d/f+C xx qcb+A'' - (214)
*''*cr.A,d/f+C xx qcb+A'' - (214)
Safe on block, use only one cr.A for consistency. You can replace cr.A with close C, etc.
Safe on block, use only one cr.A for consistency. You can replace cr.A with close C, etc.
*''cr.A,d/f+C xx hcb+K~qcb+P'' - (220)
*''cr.A,d/f+C xx hcb+K~qcb+P'' - (220)

Revision as of 12:51, 15 July 2011

The King of Fighters XIIIKOFXIIILogo.png
The King of Fighters XIII/System GuideThe King of Fighters XIII#Game ElementsThe King of Fighters XIII#CharactersThe King of Fighters XIII/SystemsThe King of Fighters XIII#Fun StuffThe King of Fighters XIII/StrategyMvC3HeaderButtons.png



Maxima

KOFXIII-Maxima Face.png

In a nutshell

Fill this in with a general overview of the character.


Video Walkthrough

Move List

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Standing Light Punch
kof.lp
30
cancel
Standing Light Kick
kof.lk
30
Standing Heavy Punch
kof.sp
100
autoguard supercancel
Close Heavy Punch
kof.sp
50×2
autoguard cancel
Standing Heavy Kick
kof.sk
100
autoguard
Close Heavy Kick
kof.sk
100
autoguard cancel
Crouching Light Punch
d + kof.lp
30
cancel
Crouching Light Kick
d + kof.lk
35
low
Crouching Heavy Punch
d + kof.sp
100
autoguard cancel
Crouching Heavy Kick
d + kof.sk
100
low softknockdown
Blowback Attack
kof.sp + kof.sk
110
softknockdown specialcancel
Jumping Light Punch
air kof.lp
Jump: 45
Hop: 40
high cancel
Jumping Light Kick
air kof.lk
Jump: 45
Hop: 40
high
Jumping Heavy Punch
air kof.sp
72
high
Hopping Heavy Punch
air kof.sp
70
high cancel
Jumping Heavy Kick
air kof.sk
Jump: 70
Hop: 68
high
Jumping Blowback Attack
air kof.sp + kof.sk
Jump: 90
Hop: 80
softknockdown cancel

Unique Attacks

Name
Command
Damage
Special Properties (glossary)
M9 Missile
df + kof.sp
80

Throw

Name
Command
Damage
Special Properties (glossary)
Dynamite Drop
f or b + kof.sp or kof.sk (while close)
100
throw softknockdown

Special Moves

Name
Command
Damage
Special Properties (glossary)
M4 Vapor Cannon
qcb + p
p : 120
ex : 80+50
Air p : 110
Air ex : 50×2+60
airok
Ground: autoguard hardknockdown supercancel
Ground counterhit : wallbounce
Ground ex : wallbounce
Air p : hardknockdown
M19 Blitz Cannon
dp + k
k : 0+150
ex : 50+150
k : airthrow
ex : autoguard drivecancel
Maxima Press
hcb + k
80
hardknockdown
k : throw
Press Plus
Maxima Press, then qcb + p
k : 50
ex : 120
supercancel
k : hardknockdown
ex : softknockdown drivecancel

Desperation Moves

Name
Command
Damage
Special Properties (glossary)
Double Vapor Cannon
qcf qcf + p
p : 220
ex : 80×2+180
hardknockdown maxcancel
p : autoguard
counterhit : wallbounce
ex : startupinv
Maxima Laser
hcb hcb + kof.lp + kof.sp
(15+0)×22+120
startupinv hardknockdown

Apprentice Combos

Strategy

Move Analysis

Normal Moves

Unique Attacks

Throw

Special Moves

Desperation Moves

Tips and Tricks

Combos

"*" next to the most important combos. First, in any combo involving 2 cr.A,'s you can start with a cr.B, but Maxima's is very slow. His d/f+C hits against crouchers, but only from close. Some combos are much more consistent if you omit the d/f+C, and only use it for punishes and when you can confirm that you're close enough.

0% Drive

0 Bar

  • *cr.A,d/f+C xx qcb+A - (214)

Safe on block, use only one cr.A for consistency. You can replace cr.A with close C, etc.

  • cr.A,d/f+C xx hcb+K~qcb+P - (220)

Also works from cr.A x2, but requires an even closer distance, carries to corner. Of course you can do the same thing from close C (2 hits) or close C (1 hit), d/f+C.

  • *counter-hit qcb+P, d/f+C xx dp+K - (361)

If the distance is weird, you can omit the d/f+C.

1 Bar

  • *cr.A,cr.A xx qcb+PP, d/f+C xx dp+K - (348)

You can do 3 cr.A's or replace with a cl.C 1 or 2 hits into d/f+C, or just 2 hits of close C, you get the idea. If the distance is weird, you can omit the d/f+C after the wallbounce.

  • counter-hit qcfx2+P, walk forward, qcb+A - (389)
  • (corner only) counter-hit qcfx2+P, d/f+C xx dp+K - (486)

2 Bars

  • cr.A,cr.A xx qcfx2+PP - (382)

You can replace cr.A's with whatever you want.

  • counter-hit qcb+P, qcfx2+PP - (482)

3 Bars

  • cr.A,cr.A xx qcb+PP, d/f+C xx qcfx2+PP - (536)
  • counter-hit qcfx2+P, qcfx2+PP - (607)

50% Drive

1 Bar

  • *hcb+K~qcb+P sc qcfx2+P - (325)

Super cancel off his command grab.

  • *hcb+KK~qcb+P dc dp+K - (329)

Only works from the EX command grab. Can be ued as a combo ender...not really relevant for that use, but it does do a tiny more damage than the drive-less combo and carries to the corner.

2 Bars

  • *hcb+K~qcb+P sc qcfx2+PP - (451)
  • hcb+KK~qcb+P sc qcfx2+P - (392)

3 Bars

  • *hcb+KK~qcb+P sc qcfx2+PP - (518)

100% Drive

As with any other character, with HD combos you can do whatever moves you like before the BC cancel, such as cr.A/B x2, or a far C/D to confirm into damage off a guard-point.

3 Bars

  • cl.C (1 hit),d/f+C hd cl.C (2 hits) xx hcbx2+PP - (597)
  • *counter-hit qcb+P, hcbx2+PP - (578)

4 Bars

  • cr.A,cr.A xx qcb+PP, hcbx2+PP - (556)
  • cl.C (1 hit),d/f+C hd cl.C (1 hit),d/f+C xx hcb+KK~qcb+P sc hcbx2+PP - (733)
  • counter-hit qcfx2+P, hcbx2+PP - (689)

5 Bars

  • cl.C (1 hit),d/f+C hd cl.C (1 hit),d/f+C xx hcb+KK~qcb+P dc qcb+PP, d/f+C xx hcbx2+PP - (801)

The d/f+C isn't really necessary since it can be a pain to cancel into the Neomax. Try buffering it as hcb, f,d/f+C,qcb+PP.

Basic Strategy

Advanced Strategy

Guardpoint everything.

Frame Data