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====Special Moves==== | ====Special Moves==== | ||
*'''M4 Vapor Cannon ([[File:qcb.gif]] + [[File:punch.gif]])''' - | *'''M4 Vapor Cannon ([[File:qcb.gif]] + [[File:punch.gif]])''' - Maxima takes a step forward and punches while releasing steam from the pistons in his arms. This will reach 1/3 the screen and extend just beyond Maxima's fist. This attack is known for having Autoguard or Guard Points/Frames and causing a Wallbounce on a counterhit. | ||
**'''[[File:Ex.png]]M4 Vapor Cannon ([[File:qcb.gif]] + [[File:snka.gif]] + [[File:snkc.gif]])''' - | **The [[File:snka.gif]] version connects from Heavy attacks and causes a knockdown. It's also Super Cancelable into Double Vapor Cannon ([[File:qcf.gif]][[File:qcf.gif]] + [[File:punch.gif]]). There aren't many guardframes on this version though. | ||
*'''Air M4 Vapor Cannon (air [[File:qcb.gif]] + [[File:punch.gif]])''' - | **The slower [[File:snkc.gif]] Vapor Cannon gains a large window of Guard Frames after activating, though it will lose to meaty attacks. This is more suited for fishing for Counterhit Wallbounces or for staggering blockstrings. | ||
**'''[[File:Ex.png]]Air M4 Vapor Cannon (air [[File:qcb.gif]] + [[File:snka.gif]] + [[File:snkc.gif]])''' - | **The biggest weakness of this move is that the Autoguard only covers Maxima's upper body. A simple sweep timed before the startup will cleanly beat either Vapor Cannon. | ||
*'''M19 Blitz Cannon ([[File:dp.gif]] + [[File:kick.gif]])''' - | **'''[[File:Ex.png]]M4 Vapor Cannon ([[File:qcb.gif]] + [[File:snka.gif]] + [[File:snkc.gif]])''' - Combos from Heavy attacks and will always cause a Wallbounce. There are more Guard Points on this move though a more meter-efficient method of using this move is to save it for hitconfirms to easily deal 40% damage or more. | ||
**'''[[File:Ex.png]]M19 Blitz Cannon ([[File:dp.gif]] + [[File:snkb.gif]] + [[File:snkd.gif]])''' - | *'''Air M4 Vapor Cannon (air [[File:qcb.gif]] + [[File:punch.gif]])''' - Maxima performs an aerial Vapor Cannon angled downward at a 45° angle. As with the standard version the Autoguard becomes active only after a length of the startup. | ||
**'''[[File:Ex.png]]Air M4 Vapor Cannon (air [[File:qcb.gif]] + [[File:snka.gif]] + [[File:snkc.gif]])''' - A magnificent aerial tool that has Autoguard from the first frame of startup. It's possible to bait reversals with intentionally bad jumps and to guard through and punish anti-airs with this attack. If the attack connects against a grounded opponent at a low height the player can land from their hop or jump and start a grounded combo. | |||
*'''M19 Blitz Cannon ([[File:dp.gif]] + [[File:kick.gif]])''' - An anti-air 'Soul Throw' grab that moves Maxima upward at a 60° angle and punches the opponent into the ground about halfscreen away from Maxima. There are Guard Frames on this attack, but they take a while to come into effect and require an early input to beat a jump and an early or 'yomi' guess to beat a hop. Functions as a damaging juggle finisher that leaves the opponent close to Maxima. | |||
**'''[[File:Ex.png]]M19 Blitz Cannon ([[File:dp.gif]] + [[File:snkb.gif]] + [[File:snkd.gif]])''' - An improved anti-air and grounded reversal option. When the player activates this attack it immediately has Autoguard which will freeze an opponent who attacks it which almost guarantees the grab will hit. On top of that Maxima's lower leg has a hitbox that will hit grounded opponents. | |||
*'''Maxima Press ([[File:hcb.gif]] + [[File:kick.gif]])''' - | *'''Maxima Press ([[File:hcb.gif]] + [[File:kick.gif]])''' - | ||
**'''[[File:Ex.png]]Maxima Press ([[File:hcb.gif]] + [[File:snkb.gif]] + [[File:snkd.gif]])''' - | **'''[[File:Ex.png]]Maxima Press ([[File:hcb.gif]] + [[File:snkb.gif]] + [[File:snkd.gif]])''' - | ||
**'''Press Plus ([[File:hcb.gif]] + [[File:kick.gif]], then [[File:qcb.gif]] + [[File:punch.gif]])''' - | **'''Press Plus ([[File:hcb.gif]] + [[File:kick.gif]], then [[File:qcb.gif]] + [[File:punch.gif]])''' - | ||
====Desperation Moves==== | ====Desperation Moves==== |
Revision as of 01:44, 10 September 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
- M4 Vapor Cannon (
+
) - Maxima takes a step forward and punches while releasing steam from the pistons in his arms. This will reach 1/3 the screen and extend just beyond Maxima's fist. This attack is known for having Autoguard or Guard Points/Frames and causing a Wallbounce on a counterhit.
- The
version connects from Heavy attacks and causes a knockdown. It's also Super Cancelable into Double Vapor Cannon (
+
). There aren't many guardframes on this version though.
- The slower
Vapor Cannon gains a large window of Guard Frames after activating, though it will lose to meaty attacks. This is more suited for fishing for Counterhit Wallbounces or for staggering blockstrings.
- The biggest weakness of this move is that the Autoguard only covers Maxima's upper body. A simple sweep timed before the startup will cleanly beat either Vapor Cannon.
M4 Vapor Cannon (
+
+
) - Combos from Heavy attacks and will always cause a Wallbounce. There are more Guard Points on this move though a more meter-efficient method of using this move is to save it for hitconfirms to easily deal 40% damage or more.
- The
- Air M4 Vapor Cannon (air
+
) - Maxima performs an aerial Vapor Cannon angled downward at a 45° angle. As with the standard version the Autoguard becomes active only after a length of the startup.
Air M4 Vapor Cannon (air
+
+
) - A magnificent aerial tool that has Autoguard from the first frame of startup. It's possible to bait reversals with intentionally bad jumps and to guard through and punish anti-airs with this attack. If the attack connects against a grounded opponent at a low height the player can land from their hop or jump and start a grounded combo.
- M19 Blitz Cannon (
+
) - An anti-air 'Soul Throw' grab that moves Maxima upward at a 60° angle and punches the opponent into the ground about halfscreen away from Maxima. There are Guard Frames on this attack, but they take a while to come into effect and require an early input to beat a jump and an early or 'yomi' guess to beat a hop. Functions as a damaging juggle finisher that leaves the opponent close to Maxima.
M19 Blitz Cannon (
+
+
) - An improved anti-air and grounded reversal option. When the player activates this attack it immediately has Autoguard which will freeze an opponent who attacks it which almost guarantees the grab will hit. On top of that Maxima's lower leg has a hitbox that will hit grounded opponents.
- Maxima Press (
+
) -
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 over 1000 damage, aka, a 100%.