The King of Fighters 2002/Maxima: Difference between revisions

From SuperCombo Wiki
No edit summary
Line 17: Line 17:
- Maxima does a strong punch forward<br>
- Maxima does a strong punch forward<br>
- even though qcb+A and qcb+C have the same animation, qcb+C hits further than it looks, does more damage, but comes out slightly slower<br>
- even though qcb+A and qcb+C have the same animation, qcb+C hits further than it looks, does more damage, but comes out slightly slower<br>
- can negate projectiles if his fist makes contact with it<br>
- counterwire<br>
- counterwire<br>
- hard knockdown<br>
- hard knockdown<br>
Line 94: Line 95:
-close B is a low attack<br>
-close B is a low attack<br>
-qcf+Px2 is supercancellable on the last hit
-qcf+Px2 is supercancellable on the last hit


== Combos ==
== Combos ==

Revision as of 00:47, 4 August 2006

Movelist

Command Normals:
1. Mongolian - f+A
- Maxima does a slow overhead smash that has decent priority if done as a meaty attack
- cancellable into DMs, cancellable into special moves if cancelled into
- overhead

2. M9 Kata: Maxima Missile - df+C
- Maxima punches diagonally upward
- works great as a psychic anti-air, and it is possible to combo after it (especially if it counterhits, allowing you to land a Vapour Cannon)
- cancellable
- does not hit most crouching opponents

Special Moves:
1. M4 Kata: Vapour Cannon - qcb+P
- Maxima does a strong punch forward
- even though qcb+A and qcb+C have the same animation, qcb+C hits further than it looks, does more damage, but comes out slightly slower
- can negate projectiles if his fist makes contact with it
- counterwire
- hard knockdown
- free cancellable into

2. M11 Kata: Dangerous Arch - hcf+K
- generic command throw
- hard knockdown
- free cancellable into

3. M19 Kata: Blitz Cannon - dp+K
- Maxima jumps into the air, and grabs the opponent
- this is generally an anti-air for anticipated jump attacks, but is punishable if you miss
- dp+D jumps further and higher than dp+B, and also does more damage
- hard knockdown

4. System 1/2: Maxima Scramble - qcf+P
- Maxima punches once, at around mid-height
- qcf+C does twice as much damage as qcf+A, but comes out slower (not fast enough to combo after a weak attack)
- free cancellable into
- free cancellable out of

4a. Double Bomber - qcf+P (after Maxima Scramble qcf+P)
- Maxima spins, hitting the opponent twice. This move has little recovery if blocked, but is still punishable
- supercancellable on the second hit
- free cancellable out of on both hits

4b. Bulldog Press - qcf+P (after Double Bomber qcf+P)
- Maxima grabs the opponent and slams then down. This move has long recovery time if blocked
- hard knockdown

5. System 3: Maxima Lift - hcb+K
- Maxima slides forward, doing an unblockable grab attack if the opponent is on the ground. There does not seem to be a difference between hcb+B and hcb+D
- can be followed up by the Centoun Press f+K
- free cancellable into

5a. Centoun Press - f+K (after Maxima Life hcb+K)
- Maxima does a forward flip that will hit the opponent on the ground
- if this move is done very early, the Maxima Lift hcb+K does no damage, and this move will whiff. If the opponent recovery rolls the Maxima Lift, then it is possible that this move will whiff
- if this move whiffs, Maxima is invincible to most attacks, including throws
- hard knockdown

DMs:
1. M2 Kata: Maxima Beam - f hcf+P
- Maxima opens up his chest and fires a beam of energy with fairly poor range
- comes out very slow and is thus uncomboable
- does alot of damage if it manages to counterhit the opponent, about 50%
- can hit behind Maxima as well, so it is probably not a good idea for the opponent to roll behind Maxima when he executes this move

2. Bunker Buster - qcf hcb+P
- Maxima crouches, then blasts off vertically into the air, and falls to the ground
- qcf hcb+A makes him land very close to where he started from, while qcf hcb+C makes him land a full screen away
- Maxima has autoguard before Maxima goes into the air, and for a little bit as he lands
- overhead on the last hit
- hard knockdown on the last hit

3. Maxima Revenger - hcbx2+K
- instant throw
- Maxima has alot of time to followup with a variety of mixups, including a jump C crossup
- hard knockdown

SDMs:
1. Maxima Revenger - hcbx2+BD
- same properties as his DM version, but more damage
- he does not have enough time to followup with a mixup, because he taunts at the end of the move
- hard knockdown

HSDM:
1. Arch Enemy - f B C f C
- Maxima does a Maxima Lift hcb+K, but does a very damaging attack if it connects. The dash has the same properties as the Maxima Lift hcb+K
- this move can be cancelled into from any normal at any time

Notes:
-cancellable normals are close A, crouch A, close B, close C(1), crouch C, close D
-CD is cancellable into specials and DMs
-crouch C, close C, far C, far D, stand CD and qcf hcb+P have autoguard
-close B is a low attack
-qcf+Px2 is supercancellable on the last hit

Combos

Anywhere:
1. Close C(1), f+A/df+C, qcb+A - 33%
2. Close AA, Crouch A, df+C, qcb+C - 30%
3. Close C(1), f+A/df+C, hcbx2+K - 45-50%
4. Close C(1), qcf+Cx3 - 35%
5. Close A, Crouch AA, qcf+Ax3 - 40%
6. Close C(1), qcf+Cx2, (S)hcbx2+K - 60%
7. Jump C(crossup), AA, Crouch A, qcf+Ax2, (S)hcbx2+K - 80%

Corner:
1. Close C(1), f+A, qcf+Ax2, (S)hcbx2+K/(S)qcf hcb+A - 70%

Maxmode:
1. f+A, BC, qcf+Ax2, (S)hcbx2+K/BD - 50%/75%
2. Jump C(crossup), A, df+C, BC, qcf+Ax2, (S)hcbx2+K/BD - 90%

Counterhit:
1. Close C(counter hit from jumpin, 1), df+C, dp+K - 40-45%
2. qcb+P(counterwire), df+C, dp+K/qcf hcb+P - 50%
3. df+C(counterhit), walk df+C(as late as possible), df+C(as early as possible), dp+D/qcf hcb+A - 50%/60% (Corner)

Attack Strings:
1. Close C(1), f+A, qcb+P
2. Crouch A, df+C, qcb+P
3. Crouch AA, qcf+A


Strategies