KOF XIII: Maxima
- Toxic Avanger
- Maxed Out?!
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- A.K.A.:Robot de Vapor
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Since I'm kinda like, controlling a zillion of characters at the time, I have actually been forgetting things that I come up an it's gotten to the point that I'm actually better of writing the stuff up. Since I'm going to write it up anyway, might as well do it in the forum
Details :
, is a pretty good anti air thing, if you notice that the first one didn't hit counter, don't do the second one.
I just realized the obvious thing : the EX air follows the trajectory of the jump, unlike the regular version. What does that mean? that means that doing attack -> EX air CANNON -> ground attack it's pretty bitching from a short jump and virtually useless, but doing A -> EX air CANNON -> ground attack from a high jump can be done almost as high as the timer & life bars.
This really can improve your punishing of fireballs once you get used to it, as High jump A -> EX -> -> CANNON isn't hard to land at, all spacing wise.
High Jump A -> EX CANNON -> short jump C -> EX CANNON, if done right can't be rolled through the guard without a stock and does 60% guard damage, it's semi hard to time the first EX deep enough. The enemy can roll it without a stock if they duck the short jump C and roll from the crouch, but that enters in the guessing game, if you delay the punch and press it late jump, it will hit them square crouch and net you the combo. You can also not do the second jump and aim for the grab and aim for the super cancel.
Also, you can tsubamegaeshi ( ) the regular version from pretty early, but since it's not an overhead it's totally useless (booh), and even though Maxima falls right in the place, is still not 100% safe.
Short jump D is a quasi insta overhead, though. For fast people is easy to see since Maxima's jump D is his slowest air attack.
I'm thinking that I'm settling with a set up from the . Basically, do the throw without the follow up, and then push the enemy towards the corner a little. After that you got a short jump B/C for a frontal attack and a long jump C for a cross up. If you don't push the enemy towards the corner before jump, the difference between the jumps becomes too obvious. Also, depending on how much you push the enemy before the jump, the long jump C won't be a cross up, and that's the true important thing. You can train yourself to do a short jump cross up B from that position, but it's pretty bitching unless you are fighting another Maxima .
edit :
Har Har
Details :
, is a pretty good anti air thing, if you notice that the first one didn't hit counter, don't do the second one.
I just realized the obvious thing : the EX air follows the trajectory of the jump, unlike the regular version. What does that mean? that means that doing attack -> EX air CANNON -> ground attack it's pretty bitching from a short jump and virtually useless, but doing A -> EX air CANNON -> ground attack from a high jump can be done almost as high as the timer & life bars.
This really can improve your punishing of fireballs once you get used to it, as High jump A -> EX -> -> CANNON isn't hard to land at, all spacing wise.
High Jump A -> EX CANNON -> short jump C -> EX CANNON, if done right can't be rolled through the guard without a stock and does 60% guard damage, it's semi hard to time the first EX deep enough. The enemy can roll it without a stock if they duck the short jump C and roll from the crouch, but that enters in the guessing game, if you delay the punch and press it late jump, it will hit them square crouch and net you the combo. You can also not do the second jump and aim for the grab and aim for the super cancel.
Also, you can tsubamegaeshi ( ) the regular version from pretty early, but since it's not an overhead it's totally useless (booh), and even though Maxima falls right in the place, is still not 100% safe.
Short jump D is a quasi insta overhead, though. For fast people is easy to see since Maxima's jump D is his slowest air attack.
I'm thinking that I'm settling with a set up from the . Basically, do the throw without the follow up, and then push the enemy towards the corner a little. After that you got a short jump B/C for a frontal attack and a long jump C for a cross up. If you don't push the enemy towards the corner before jump, the difference between the jumps becomes too obvious. Also, depending on how much you push the enemy before the jump, the long jump C won't be a cross up, and that's the true important thing. You can train yourself to do a short jump cross up B from that position, but it's pretty bitching unless you are fighting another Maxima .
edit :
Har Har
- keech
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Re: KOF XIII: Maxima
Looks like we're all going to die of old age when we see framedate for maxima :\ Why snk don't published tutorial book like Arc systems with framedate for all characters Cross ups not best edge of Maxima gameplay because he has awfully bad hitstop on air attack.
- PureYeti
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Re: KOF XIII: Maxima
Any tricks to supercancel Maxima's ? The window feels small. The 2 player side was easier than the 1 player side for me
- Dark_Chaotix
- MOAR
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Re: KOF XIII: Maxima
Not that i found sorry. I was at one point getting +A~qcf+A consistently, but its not really ashortcut per say, and then i stopped getting it.
I dont have a problem with the normal way, just have to be fairly quick. As long as the DM notation is done before the +A hits, then you are doing the right pace for the cancel.
I dont have a problem with the normal way, just have to be fairly quick. As long as the DM notation is done before the +A hits, then you are doing the right pace for the cancel.
- Toxic Avanger
- Maxed Out?!
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- A.K.A.:Robot de Vapor
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Re: KOF XIII: Maxima
Since the Cannons are slow, just start inputting the x 2 before they hit, and if they do simply press the button. Super cancelling the throw is much more difficult, specially against cornered enemies.PureYeti wrote:Any tricks to supercancel Maxima's ? The window feels small. The 2 player side was easier than the 1 player side for me
Last edited by Toxic Avanger on Fri Jan 18, 2013 11:09, edited 1 time in total.
- Toxic Avanger
- Maxed Out?!
- Posts:1012
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- A.K.A.:Robot de Vapor
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- Location:Chile
- Gunsmith
- Posts too much
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Re: KOF XIII: Maxima
Sanchez has been messing with Maxima and is working on a tutorial,
here's the beta version
leave some feedback for him!
here's the beta version
leave some feedback for him!
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- Higashi Hurricane
- Posts:567
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Re: KOF XIII: Maxima
Interestingly enough, I noticed the Double Vapor Cannon's autoguard can be broken if you manage to get another hit in before he fires. I pulled something like Clark's close C, and the second hit knocked him out of the autoguard animation.
- keech
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Re: KOF XIII: Maxima
http://www.youtube.com/watch?v=97vxmLrngt8" onclick="window.open(this.href);return false; i learn A LOT from Moa'!
- keech
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Re: KOF XIII: Maxima
http://youtu.be/Gv7Ejils7Bg" onclick="window.open(this.href);return false; mah stuff. OTG third hit!