The King of Fighters XIII/Maxima

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The King of Fighters XIIIKOFXIIILogo.png
The King of Fighters XIII/System GuideThe King of Fighters XIII#Game ElementsThe King of Fighters XIII#CharactersThe King of Fighters XIII/SystemsThe King of Fighters XIII#Fun StuffThe King of Fighters XIII/StrategyMvC3HeaderButtons.png



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.png
30
Cancel.png
Standing Light Kick
Kof.lk.png
30
Standing Heavy Punch
Kof.sp.png
100
Autoguard.png Supercancel.png
Close Heavy Punch
Kof.sp.png
50×2
Autoguard.png Cancel.png
Standing Heavy Kick
Kof.sk.png
100
Autoguard.png
Close Heavy Kick
Kof.sk.png
100
Autoguard.png Cancel.png
Crouching Light Punch
D.png + Kof.lp.png
30
Cancel.png
Crouching Light Kick
D.png + Kof.lk.png
35
Low.png
Crouching Heavy Punch
D.png + Kof.sp.png
100
Autoguard.png Cancel.png
Crouching Heavy Kick
D.png + Kof.sk.png
100
Low.png Softknockdown.png
Blowback Attack
Kof.sp.png + Kof.sk.png
110
Softknockdown.png Specialcancel.png
Jumping Light Punch
air Kof.lp.png
Jump: 45
Hop: 40
High.png Cancel.png
Jumping Light Kick
air Kof.lk.png
Jump: 45
Hop: 40
High.png
Jumping Heavy Punch
air Kof.sp.png
72
High.png
Hopping Heavy Punch
air Kof.sp.png
70
High.png Cancel.png
Jumping Heavy Kick
air Kof.sk.png
Jump: 70
Hop: 68
High.png
Jumping Blowback Attack
air Kof.sp.png + Kof.sk.png
Jump: 90
Hop: 80
Softknockdown.png Cancel.png

Unique Attacks

Name
Command
Damage
Special Properties (glossary)
M9 Missile
Df.png + Kof.sp.png
80

Throw

Name
Command
Damage
Special Properties (glossary)
Dynamite Drop
F.png or B.png + Kof.sp.png or Kof.sk.png (while close)
100
Throw.png Softknockdown.png

Special Moves

Name
Command
Damage
Special Properties (glossary)
M4 Vapor Cannon
Qcb.png + P.png
P.png : 120
Ex.png : 80+50
Air P.png : 110
Air Ex.png : 50×2+60
Airok.png
Ground: Autoguard.png Hardknockdown.png Supercancel.png
Ground Counterhit.png : Wallbounce.png
Ground Ex.png : Wallbounce.png
Air P.png : Hardknockdown.png
M19 Blitz Cannon
Dp.png + K.png
K.png : 0+150
Ex.png : 50+150
K.png : Airthrow.png
Ex.png : Autoguard.png Drivecancel.png
Maxima Press
Hcb.png + K.png
80
Hardknockdown.png
K.png : Throw.png
Press Plus
Maxima Press, then Qcb.png + P.png
K.png : 50
Ex.png : 120
Supercancel.png
K.png : Hardknockdown.png
Ex.png : Softknockdown.png Drivecancel.png

Desperation Moves

Name
Command
Damage
Special Properties (glossary)
Double Vapor Cannon
Qcf.png Qcf.png + P.png
P.png : 220
Ex.png : 80×2+180
Hardknockdown.png Maxcancel.png
P.png : Autoguard.png
Counterhit.png : Wallbounce.png
Ex.png : Startupinv.png
Maxima Laser
Hcb.png Hcb.png + Kof.lp.png + Kof.sp.png
(15+0)×22+120
Startupinv.png Hardknockdown.png

Apprentice Combos

Strategy

Move Analysis

Normal Moves

Unique Attacks

Throw

Special Moves

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, this combo does 1035 damage, aka, a 100%.

Basic Strategy

Advanced Strategy

Guardpoint everything.

Frame Data