KoF XIII Hyper Guide - Maxima
"KOF XIII Technical Reference" Chapter 11 - pt. 2: Maxima
DDTC Combo Video: Maxima - The Armored Trooper
Maxima is called "The Armored Trooper" for one reason. This cyborg deals as much as he can take. Maxima is at base-level is a physical based character, specifically a grappler, and operates at fairly close range. Maxima does not do long and complicated combos, but he excels at doing damage in his small and basic strings, averaging at about 25% life without spending any meter. Not only does he deal a great deal of damage, he has a heightened guard bar and full use of KOF XIII's "Guardpoint" Mechanic (Explained in a separate section) which most of Maxima's normals and specials have. Another avenue for victory is Maxima's Vapor Cannon and "Wiring" which is the act of bouncing an opponent off the wall. Maxima can do this using a counter hit vapor cannon, counter hitDM Double Vapor Cannon, or EX Vapor Cannon on hit. Although limited in moves, his versatility with meter is frightening.
Guardpoint
So, in order to fully understand Maxima's guardpoint mechanic, I made it a separate section. Guardpoint is caused when someone attacks a person with a guardpoint move as they do said move. The start-up of the move is slowed, but the person who is being attacked takes no damage until the animation is complete. One might think of "Super Armor" in other fighting games, but the key differences are the following:
- You do not take damage when you guardpoint a move
- You can be grabbed out of the guardpoint move
- Unless the properties allow, two different hits will interrupt guardpoint
- Guardpoint moves are first in, last out. First person to do a guard point move when both are trying to do one is the last in priority.
- Some guardpoint is not full body.
Now, for Maxima, he has
5 normal moveswith guardpoint. His C vapor cannon has guard point on start-up. EX Air Vapor Cannon has 360 degree guardpoint as well as his EX M19 Blitz Cannon (dp+BD). His regular DM has 360 degree guardpoint. Learning when and how to use guardpoint is a very important aspect. For example, only 1 normal move (d.C) can guardpoint low moves. Far D and close D can guardpoint mid area moves like fat fireballs. Far D can guardpoint multi-hit moves like Joe's Screw Upper or Ash's Thermidor as well as C Vapor Cannon. st.C (Far or Close) can stop jump-ins and can hit confirm into DMs. You can guardpoint attack grabs like Kyo's Kototsuki You (hcb+k) and any move that requires a hit. You can't guardpoint grabs like Leona's V Slasher DM or Vice's Splash.
In console, you will be able to cancel your normal specials while in guardpoint state into specials for an easy hit confirm. This makes learning the properties and uses of guardpoint even more important!
KOF XIII Console Changelog, Part 4: Maxima
Console changes:
-df.C has better recovery
*No recoil after air vapor canon
*Guard points on normal are now cancellable by specials
*Hit box on the follow up to EX Maxima Press improved. Can now hit from counter CD.
-No bounce back when EX Maxima Press is guarded. He’s now more vulnerable to punishes.
Basic combo starters:
Below are basic set-ups that I use in matches. Keep in mind that these are combo starters, how you'd start a combo. I only list combo starters because I feel you should decide what to follow up with on which situation. You can practically follow up anything though.
*NOTE* If your opponent is crouching, you will sometimes whiff df+C. Unless you're in the corner or you know they're not crouching, it might be best to try the [Any] combos.
[Non-crouching or Corner only] Hop. C, d.B, d.A, df+C =>
[Non-crouching or Corner only] Hop C, d.A, d.A, df+C =>
[Non-crouching or Corner only] Hop C, st.C (2 hits), df+C => *Note* Cancel df+C on first hit to do on anybody.
[Any] Hop C, d.A, df+C =>
[Any] Hop D, st.D, df+C => (BIG DAMAGE starter)
[Any] Hop C/D, d.A, d.A => (Only EX moves will work)
[Any] d.C, df+C => (Low guard point for the d.C and d.C also whiff cancels into specials and command normals like df+C)
Combo finishers or extenders:
=> qcb+A (Vapor Cannon)[Super cancellable]
=> qcb+AC (Ex Vapor Cannon) (Bounces off a the wall)[Super Cancellable]
=> qcf x2 A/C or AC (DM or EXDM)
=> hcb+B or BD (Maxima Press if really close and EX in any situation)(Combo extender)
=> hcb x2 AC (Neomax)
Here's a combo video from Persona featuring Maxima. You can apply a lot of the pieces from his combos into general strategies like juggling an aerial opponent in the corner with EX Air Vapor Cannon into constant df+C.
Comments
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0 • Off Topic Disagree Agree Like- Spam
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0 • Off Topic Disagree Agree Like"SCRUB CANNON!" xD
I might play Maxima when I pick this game up.
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0 • Off Topic Disagree Agree Like- Spam
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0 • Off Topic Disagree Agree LikeEven more reason to play him.
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0 • Off Topic Disagree Agree Likeshort maxima bit taken from the ON show kof workshop. which i streamed awhile ago.
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0 • Off Topic Disagree Agree LikeLive in Victoria, BC, Canada? Come join our scene, we have tournaments and stuff! We have a Facebook group, and an SRK thread.
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0 • Off Topic Disagree Agree Like- Spam
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0 • Off Topic Disagree Agree LikeI meant 214AC = qcb A+C, i.e. EX Vapour Cannon, for the wallbounce. Sorry for using anime notation =/
Live in Victoria, BC, Canada? Come join our scene, we have tournaments and stuff! We have a Facebook group, and an SRK thread.
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0 • Off Topic Disagree Agree Like- Spam
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0 • Off Topic Disagree Agree LikeI think the counter hit combos in his wiki page need to be seperate from his other combos.
"Game Over, Snively. ...Thanks for playing." -Dr. Eggman, Sonic Universe #40
"I'm stinking of animal blood...As of now I'm a vegetarian. And this is Bat-cow." -Damian Wayne
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0 • Off Topic Disagree Agree LikeI think the counter hit combos in his wiki page need to be seperate from his other combos.
"Game Over, Snively. ...Thanks for playing." -Dr. Eggman, Sonic Universe #40
"I'm stinking of animal blood...As of now I'm a vegetarian. And this is Bat-cow." -Damian Wayne
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0 • Off Topic Disagree Agree LikeOh whoops, haha. My bad, edited my posts. Punches, kicks, whats the difference in the end?
Live in Victoria, BC, Canada? Come join our scene, we have tournaments and stuff! We have a Facebook group, and an SRK thread.
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0 • Off Topic Disagree Agree LikeYou should take it with a grain of salt, but I figure this will be helpful for those trying to learn how to play Maxima and don't know the many different ways and situational things to start combos with him. Anyway, good luck everybody and hope this helps!
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0 • Off Topic Disagree Agree LikeJumping C-->St. C-->HD activate-->St. C-->NEOMAX does 597 damage
Jumping C-->St. C-->HD activate-->St. C-->HCB+B, QCB+PxxQCFx2+PxxNEOMAX does 794 damage
^The timing for the input is a bit tricky so practice inputting it so it comes out after Maxima hits the opponent
"Game Over, Snively. ...Thanks for playing." -Dr. Eggman, Sonic Universe #40
"I'm stinking of animal blood...As of now I'm a vegetarian. And this is Bat-cow." -Damian Wayne
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0 • Off Topic Disagree Agree LikeUMvC3: Haggar, Spencer, and Arthur.
KOFXIII: Raiden, Maxima/Daimon, and Takuma/Ryo.
TTT2: Jinpachi/Marduk.
Injustice: The Main Man
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0 • Off Topic Disagree Agree Like- Spam
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0 • Off Topic Disagree Agree LikeUMvC3: Haggar, Spencer, and Arthur.
KOFXIII: Raiden, Maxima/Daimon, and Takuma/Ryo.
TTT2: Jinpachi/Marduk.
Injustice: The Main Man
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0 • Off Topic Disagree Agree LikeAnd how and when should I be using his B and D versions of his command grab?
What do I do when cornered?
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0 • Off Topic Disagree Agree LikeSo for your first question: Both! You should always jump with some intention of getting a full combo. My method of choice is to get a cross up with full jump C (Body splash) and do a BnB. You don't have to do that as j.D and j.B cross up as well so it's easier to hit. You can also play more defensively. You need to be more prepared for the opponent though and that might take some practice. However, you can easily get some damage in with some meter if you learn when to guardpoint and with what. As well, you should learn what to cancel with in certain situations. When you use d.C as a guardpoint, keep in mind that d.C is ALREADY special cancellable. You can let the whole animation go through and hit someone and free cancel it into a special or even df+C. It's a nice little option select for cross ups. You hold d.B and hit C. If you don't GP them and they cross you up, you can press C again and it'll hit them.
For neutral game though, you really want to abuse his j.CD. Remember, on block, your jump CD is special cancellable. So if you jump at someone, they block your jump CD, you can cancel it into qcb+A/C/AC, whatever suits your fancy. This helps a bunch because you gain meter, stay safe, and maintain pressure because they're in blockstun.
For jump-ins, you are probably gonna want to use meter unless they did a jump CD. If they do a jump CD, chances are they did it early and you can do slow moves like his D Maxima press (Command grab) to get them. You can GP early jump-ins and use fast moves like EX Vapor Cannon or EX Maxima press to get some damage. If you're GPing fireballs, cancel it into B command grab when you're far away or A vapor cannon if they run after their fireball.
You use B command grab as a 1-frame punishing move. Unless they're positive, too far away, or jump, you can usually react with this and grab someone. You use the D command grab to trick people. Both of these are cancellable after normals, but D moves you forward. You can setup really silly tricks like do a st.C and cancel RIGHT before they get hit with the second hit of close st.C, you'll do the command grab. Any where in your string where they're not expecting it, you can throw this out and they'll run out of blockstun before you hit them. You can tick throw with d.A, d.B and run up to command grab them. This is where people get scared of your Maxima's command grabs. Every time you grab them, you pin them to the wall. You can safe jump (Hop up and down) to get them to do a DP in response or you can not do the follow up and they fall to the ground. If that happens, you can set yourself up to jump OVER them and do a cross up, fake the cross up, do nothing, etc. You basically have total control over what happens next in that situation.
So, you want to get that grab off, a lot. It's super cancellable too so you can get some easy damage using meter. It's ONLY super cancellable so don't go wily nilly with EX moves, that won't work.
When you're cornered, try not to get predictable. If you think someone is gonna stay in your zone and keep poking you on make up, grab him. If you think he's trying to bait a grab with some sort of jump diversion, throw out df+C and cancel it into A vapor cannon. Keep wary of what they want to do or have done in the past. It helps a lot to pay attention to the player as much as the opponent's characters/capabilities.
For the most part, st.A and st.C will be your best friends in the corner. Use st.A to poke people out of the air or gain ground. If they're standing, and it hits, be ready to smack them with EX Vapor Cannon to gain back momentum. If they keep jumping at you, use st.C. Don't wake up with normals. React. If they don't even bother doing anything, you should grab. Maxima's normals are slow and he barely has any guardpoint moves that cover lows. Good players will meaty lows to get in combos if they can help it. Don't give'em that option, stay vigilant. Your whole goal in the corner is to get out an inch, you can bumrush the rest.
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