Introduction
Moves List
Normal Moves
Special Moves
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
25 | Mid | - | - | - | - | - | - | - | - | |
Maxima steps forward and delivers a fast startup vapor cannon, knocks back on hit. This will connect off of even light normals in combos and is good for creating true blockstrings, so it can be useful for guard breaking. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - | |
Maxima steps forward as if doing the vapor cannon and does nothing. This is important in Maxima's pressure and mixup game because you can fake out the cannon and then either mixup or re-establish pressure. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
25 | Overhead | - | - | - | - | - | - | - | - | |
Maxima steps forward and does a slower vapor cannon, hitting overhead. Knocks down instantly. Another layer of the mixup as it will frame trap people attempting to mash against Feint Cannon in many situations. If not techrolled properly, can be comboed into bunker buster. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - | |
Pretty much the same as the other feint cannon. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
34 (total with scaling) | mid | - | - | - | - | - | - | - | - | |
Technically a series of moves called: System 1-2: Maxima Scramble, Double Bomber and Bulldog Press respectively. The first hit will force standing but the other hits will hit crouching on their own. The last hit is a hit grab which knocks down. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
15 + 10 | mid | - | - | - | - | - | - | - | grab | |
Maxima's only command grab that will hit crouching opponents. He turns slowly at the startup and then rushes forwards with a long range grab on the ground. The extension "One More Time" (236B) which adds an extra 10 damage. Can also be cancelled into a roll with by inputting 66. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
10 | high | - | - | - | - | - | - | - | grab | |
Maxima grabs the opponent and tosses them up in the air. Maxima can follow up with a juggle from 1C into various extensions. A very powerful throw that can unfortunately be avoided by crouching. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
20 + 17 | high | - | - | - | - | - | - | - | grab | |
Maxima grabs the opponent and performs a German Suplex. The extension then grabs them and performs another one for an additional 17 damage. This extension can be "feinted" by holding down the button, which will set the opponent down directly in front of Maxima. Maxima can furthermore cancel the feint into supers for true combos. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
26 | anti-air only | - | - | - | - | - | - | - | - | |
Maxima leaps into the air, grabbing aerial opponents and knocking them down with a downwards vapor cannon in the air. Can be used as an anti air or to finish combos. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
15 + 12 | Overhead, Overhead | - | - | - | - | - | - | - | - | |
Maxima does a strong overhead chop, ground bouncing the opponent. The follow up, trample, does the same with a large stomp, launching them even higher. Both hits can be super cancelled, giving Maxima easy combos into some of his damaging enders. |
Super Moves
Stylish Arts
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | Mid Mid Mid | - | - | - | - | - | - | - | - | |
the C at the end of this combos into 63214D for his high damage combos against standing opponents, but the string will fail in various ways against crouchers. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | Low Low Low | - | - | - | - | - | - | - | Knock down (techable) | |
A low hitting string, the 2nd hit combos into low damage combo enders like rekka or heavy vapor cannon. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | High Mid | - | - | - | - | - | - | - | - | |
Maxima's classic 3C, now a 1C with an extension. This juggles off of 214D into many of Maxima's specials but the 2nd hit will whiff midscreen. |