The King of Fighters XIII/Maxima

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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

  • Standing Light Punch (Snka.gif) -
  • Standing Light Kick (Snkb.gif) -
  • Standing Heavy Punch (Snkc.gif) -
  • Close Heavy Punch (Close Snkc.gif) -
  • Standing Heavy Kick (Snkd.gif) -
  • Close Heavy Kick (Close Snkd.gif) -
  • Crouching Light Punch (Down.gif + Snka.gif) -
  • Crouching Light Kick (Down.gif + Snkb.gif) -
  • Crouching Heavy Punch (Down.gif + Snkc.gif) -
  • Crouching Heavy Kick (Down.gif + Snkd.gif) -
  • Blowback Attack (Snkc.gif + Snkd.gif) -
  • Jumping Light Punch (Air Snka.gif) -
  • Jumping Light Kick (Air Snkb.gif) -
  • Jumping Heavy Punch (Air Snkc.gif) -
  • Hopping Heavy Punch (Air Snkc.gif) -
  • Jumping Heavy Kick (Air Snkd.gif) -
  • Jumping Blowback Attack (Air Snkc.gif + Snkd.gif) -

Unique Attacks

  • M9 Missile (Downforward.gif + Snkc.gif) -

Throw

  • Dynamite Drop (Right.gif or Left.gif + Snkc.gif or Snkd.gif [while close]) -

Special Moves

  • M4 Vapor Cannon (Qcb.gif + 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.
    • The Snka.gif version connects from Heavy attacks and causes a knockdown. It's also Super Cancelable into Double Vapor Cannon (Qcf.gifQcf.gif + Punch.gif). There aren't many guardframes on this version though.
    • The slower 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.
    • 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.
    • Ex.pngM4 Vapor Cannon (Qcb.gif + Snka.gif + 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.
  • Air M4 Vapor Cannon (air Qcb.gif + 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.
    • Ex.pngAir M4 Vapor Cannon (air Qcb.gif + Snka.gif + 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 (Dp.gif + 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.
    • Ex.pngM19 Blitz Cannon (Dp.gif + Snkb.gif + 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 (Hcb.gif + Kick.gif) -
    • Ex.pngMaxima Press (Hcb.gif + Snkb.gif + Snkd.gif) -
    • Press Plus (Hcb.gif + Kick.gif, then Qcb.gif + Punch.gif) -

Desperation Moves

  • Double Vapor Cannon (Qcf.gifQcf.gif + Punch.gif) -
    • Double Vapor Cannon (Qcf.gifQcf.gif + Snka.gif + Snkc.gif) -
  • Maxima Laser (Qcb.gifHcb.gif + Snka.gif + Snkc.gif) -

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%.

Basic Strategy

Advanced Strategy

Guardpoint everything.

Frame Data