KOF XIV-Maxima

For the diehards! :)
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Yuki Yagami
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KOF XIV-Maxima

Post by Yuki Yagami » Sat Mar 05, 2016 07:00

New armor...

Movelist

Throws

Commands

Specials
M4 Vapor Cannon - qcb .P
M16 Blitz Cannon - DP .K

Desperation Moves
Maxima Laser - HCB HCB .P

Climax Desperation Move

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Toxic Avanger
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Re: KOF XIV-Maxima

Post by Toxic Avanger » Sun Aug 28, 2016 11:30

WHAT THE HELL DID THE DOOOOOOO!!!!!! HE SUCKS!!!!!!!!!!!! WHERE IS KOF XV!!!!!!! IIIYAAARRRRGHHHH #$%#$%#$r#$r&y&&
Phew. Anyway, let's "review" a little.

- His punches have a freaking huge hurt box, so you basically can no longer anti air with a jab or a df C without trading. What is the name of the game where you die because you properly did an anti-air? KoF XIV. His far standing C doesn't hit crouchers anymore and due to how counter attacks work now, it's pointless to super cancel it in most circumnstances, urgh. Losing the old short jump C hurts quite a lot, btw; additionally your strong normals have slower recovery than in the neogeo games (aka auto game over if the enemy jumps).
- Because you are not expected to make anything out of counter attacks in this game, we have that basically the only combo opportunities that Maxima could squeeze in hard matches are gone. First, air to air or ground to air CDs hit stun last a milli second so you are not expected to add attacks there, the counter vapor cannon no longer wires so you can't do crap out of it unless you throw the lazer (boring ass choice and it hurts less than df C -> dp); also you can't add attacks if you score a counter hit that doesn't knock down, so the absolutely essential combo of autoguard C -> df C -> dp D went to hell and it won't come back (someone, please confort me).
- The missile, as stated; has a huge hurt box that screws you around a lot, additionally you can no longer repeat it in a juggle (basically, Maxima's trademark combo), so don't ever try to hit twice with it even though your 15 years of muscle memory are telling you to do so. The only buff it has, is that if you somehow hit with it, after it is very easy to add anything even if it doesn't score a counter, but since the move sucks anyway and you don't have any opportunities to land it, that will hardly help.
- Vapor cannon has been nerfed to an unrecognizable degree. Short ass range that makes me feel that I'm controlling a Welsh Corgi, the counter hit offers no variety at all and the EX version was also atrociously nerfed by no longer being even on frames nor long ronge. The counter wire happens to fast, that there are plenty of too far to the corner distances were you can't really add any decent hits after it; plus it no longer comboes from light attacks, taking out the only tool you could use to improvise. You know what the equation of reduced range and increased lag results in? it means that you are always going to be in range to eat a punishement for doing this crap.
- Air vapor cannon also got nerfed, the regular version is totally unusable as always; but the air version got the worse of it, it's almost impossible to initiate a ground combo after it hits, which was the selling point of the move...
- The dp kick is pretty much the same. It sort of hurts a lot, but it's too easy to get knocked down out of it, the EX one is quire reliable at stopping the enemy.... too bad the EX system completely sucks in this game, and there are way more letal EXes out there that you need to watch out for (like Mature's stupidly good DP).
- The throw was nerfed on the range (incredible, since it already was one of the shortest ranged throws in the game), additionally you can only super cancel the first hit and the EX version can't be super cancelled at all, which sucks. A blocked cls C (1hit) -> D command throw is still a good temptation for those who relax too much. Also, the first part of the throw on it's own won't leave the enemy totally in the corner, allowing a cross up from a long jump.
- Double vapor cannon no longer wires on couter (boooooooh), additionally is slower now, it had happened me quite a few times that I anti air with it, and the enemy guards it before it's out. Additionally the EX version is way harder to land completely in a juggle.
- The lazer sucks. Low damage and huge delay that's basically a game over flag. But since you are a freaking cripple now, you have no choice other than to rely on this move from time to time to hit those crumple stuns where you can't do anything but this.
- The climax apparently behaves just like the double vapor cannon.

Combos :

..... Use the freaking rush, his options sucks ¬¬

- cr B -> cr A -> df C -> qcb A
+ At first it looks like a reliable friend, but eventually you'll come to notice that this is a treacherous bastard that works whenever he feels like it. There are way too many circumnstances on which this one will whiff, so better just use standing B and df C (which also can whiff, but does so in less scenarios). You can add a double vapor cannon at the end.

- cr B -> Hcb B, qcb A
+ Would be interesting if the throw actually had any range, but since it doesn't; don't botherwith it. At least it shows us that the crouching B has frame advantage.....

- cls C (1 hit) -> df C -> Hcb B, qcb A
+ Auto corner carry and hard knock down, but unlike XIII you can't safe jump here....

Max mode :

- cr B -> cr A -> Max mode -> df C -> qcb AC -> df C -> Hcb BD, qcb C
+ Crappy as hell and doesn't really use the gauge, but this is your most reliable max mode activation at regular range. Maxima can't really add a close standing C from an activation (you can at "practice mode range", but that won't happen in a fight, of course....). Needs to be done fast as hell and it does has some ranges where it can fail. extending the juggle with the df C after the ex cannon is hard as hell due to how crappy counter wires are in this game, most of the time you'll need to dash a millimiter to land it, which is a pain in the ass.

- cls C -> df C -> Max mode -> cls D -> df C -> qcb AC -> qcb A -> qcf x2 C
+ Easy mode combo, the only hard thing is to learn to give the D after the activation. You can add a climax at the end, but that's boring, you know?

- cls C -> df C -> Max mode -> cls D -> df C -> qcb AC -> df C -> qcb A -> qcf x2 C
+ Corner only, and still on the easy mode qualification. You can add a climax at the end.

- cls C -> df C -> Max mode -> cls D -> df C -> qcb AC -> df C -> qcb A -> qcf x2 D
+ You can sort of do this everywhere on the screen, but the timming changes depending on where the combo was initiated. Pain in the ass to learn, so you'll probably stick to the easy mode combos instead.

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Toxic Avanger
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Joined:Sat Aug 13, 2005 02:59
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Re: KOF XIV-Maxima

Post by Toxic Avanger » Wed Oct 19, 2016 04:32

Incredible, he was even nerfed, hahaha.

Outside counter Vapor cannon wiring, the other very few changes hurt you.

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