m (→100% Drive) |
m (→100% Drive) |
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'''5 Bars''' | '''5 Bars''' | ||
*''cl.C (1 hit),d/f+C hd cl.D xx hcb+K~qcb+P sc qcf+PP xx hcbx2+PP'' - (985, 15) | *''cl.C (1 hit),d/f+C hd cl.D xx hcb+K~qcb+P sc qcf+PP xx hcbx2+PP'' - (985, 15) | ||
If started with cl.D, this combo does | If started with cl.D or a jumpin, this combo does 1036 damage, aka, a 100%. | ||
=== Basic Strategy === | === Basic Strategy === |
Revision as of 18:12, 27 July 2011


Maxima
In a nutshell
Fill this in with a general overview of the character.
Video Walkthrough
Move List
Normal Moves
Hop: 40
Hop: 40
Hop: 68
Hop: 80
Unique Attacks
Throw
Special Moves
ex : 80+50
Air p : 110
Air ex : 50×2+60
Ground: autoguard hardknockdown supercancel
Ground counterhit : wallbounce
Ground ex : wallbounce
Air p : hardknockdown
ex : 50+150
ex : autoguard drivecancel
k : throw
- Press Plus
ex : 120
k : hardknockdown
ex : softknockdown drivecancel
Desperation Moves
ex : 80×2+180
p : autoguard
counterhit : wallbounce
ex : startupinv
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.D xx hcb+K~qcb+P sc qcf+PP xx hcbx2+PP - (985, 15)
If started with cl.D or a jumpin, this combo does 1036 damage, aka, a 100%.
Basic Strategy
Advanced Strategy
Guardpoint everything.