v10.1, 9/27/99-Wohoo! fairly big up update. manly little changes here and there throught the guide. v6.1, 9/1/99-Okay I'm finally done with the guide, ready to be submitted v5.1, 8/23/99-Major update, still not ready to be submitted yet v4.1, 8/21/99-Late late night update...or should I say early early morning... v3.1, 8/20/99-Guide is nearing completness, still missing some information. v2.1, 8/17/99-More info added, still very messy. v1.1, 8/16/99-First ideas on the guide. Outline of the guide completed.
=========== Why Maxima? ===========
Why do I like Maxima so much? When I first saw Kof99 and Maxima, the first thing that came to mind was Brian (from the USA team) with armor. I laughed at him. As I started to play Kof99, I realized that all my favorite characters were gone. Shermie, Orochi Yashiro, Goro...the grapplers, they were all gone. In fact, the only true grappler that was left was Clark. But I hate Clark. Don't get me wrong, Clark is an awesome character, he's faster and has more 'throws' than Maxima. The thing is, I hate all the mainstream characters, thats why I never play Kyo, Iori, or K', and thats why I won't play Clark. Not that I can't, its just that I don't like playing any of the popular, albeit powerful characters. So Clark was definitely out of the question. Well, out of all the new characters this year, it looked like Maxima was the only thing close enough for me to call a grappler. Maxima wasn't terribly popular (yet, for that matter) where I played so I immediatley took a liking to him. As a grappler, Maxima is horrible, though he is damaging, his range is just simply horrible...maybe i'm just too used to the others like Shermie, for instance. Agagin, don't get me wrong, Maxima isn't bad, he's actually very good in the right hands, its just that he could have been better...
============== Maxima Tidbits ==============
Place of Birth Canada Fighting Style "M Type" Grapple Art Age 29 DOB March 2nd Blood Type A Height 204 cm Weight 204 kg Hobby Driving Motorcycles Favorite food Sweet food in general Good sports Rugby Important thing His sideburns Hated thing Natto (japanese food) and people who want opinion
========== Kof Basics ==========
dash forward F, F run forward F, F(hold) dash back B, B hop jump Tap U super jump qcf,u forward slide F+A+B backward slide, hop forwards B+A+B max roll Forward or Back+A+B(while blocking, uses 1 stock) slide attack slide forward then press A/B/C/D recovery roll A+B when landing summon striker B+C heavy attack C+D counter attack C+D(while blocking, uses 1 stock)
Counter Mode A+B+C When you have stored three stocks, you may then activate Counter Mode. While in this mode, you can perform unlimited DM but they have longer start up time. You are also able to cancel your special moves into DM. A very good mode for characters that are good at performing combos. After this mode is over, you may not gain stock for a brief period of time.
Armor Mode B+C+D When you have stored three stocks, you may then activate Armor Mode. The time Armor Mode lasts is significantly shorter than compared to Counter Mode. While in this mode, you may not perform DM/SDM. While this mode is activated, you will not experience hit stun. You will, in fact, still take damage, but you will not be pushed back. This is the ideal mode for grapplers, Clark is very deadly in this mode. After the mode ends, you will not be able to gain stock for a brief period of time. NOTE you will not experience tick damage while in this mode.
============== Maxima's Moves ==============
======== Standing ========
A Rating *** Quick, light jab. Good for the average combo starter.
B Rating * Side kick. This move looks quite odd because Maxima is performing a standing side kick move while facing forwards. Overall, this move doesnt have too much use.
C Rating ** Big punch. A long ranged punc that is very slow but powerful. It looks like Zangief's standing fierce punch in Street Fighter Alpha 3 Like man similar moves, the range and strength of this move is compromised by its speed. This move has autoguard.
D Rating * Big kick. This kick resembles the big boot that many wrestlers do in the ring. Its merely this foot extended outwards at about a 90 degree angle. Very short ranged attack and is not recommended.
CD Rating ** Double-fisted swing. Maxima swings his fist upwards in an arc. Looks like what a batter's swing as if he was swinging a baseball bat. This move is slow to come out but it does seem like he goes forward a tad bit during execution. I believe this move also has autoguard.
===== Close =====
A Rating *** Like the Standing A version, this is also a quick jab attack. It's your standard close, light and weak attack.
B Rating * A low ankle kick. Looks like a mini stop. A air stomp because he doesnt actually stomp the ground. Sucks move because, see for yourself if you dont believe me.
C Rating *** Backhand like move that hits twice. Like all close Cs, this move can be used in combos, usually the command throw is performed after this. This move has autoguard.
D Rating *** Knee. A close knee to the abdomen area. Not too useful but it is comboable and you can command throw them after this move.
========= Crouching =========
A Rating **** Low jab attack. A very quick chop-like attack. Good to use for Maxima's combos.
B Rating **** Low Kick. A fairly long-ranged and quick attack. Good for poking opponents.
C Rating ** Low chop. This move looks like a swipe attack, Maxima slices his hand across at an arm's length. Like all of Maxima's other hard hits, this one has good range but is also very slow, it also has autoguard.
D Rating *** Sweep. Maxima's sweep is a very long ranged sweep attack. Despite the horrible speed on this move, I actually find opponents falling for this move.
======= Jumping =======
A Rating **** Jumping chop. A jab chop aimed downwards at a 45 degree angle. This should be the move to use for hopping attacks to apply pressure on the opponent.
B Rating
C Rating *** Body Splash. A gaint body splash move similar looking to the one Zangief perfoms in the Street Fighter series. Only an okay move, it may have cross up properties. This move is somewhat, though not much better than the jumping D.
D Rating **(regular) ****(hop) Jump kick. The jumping D attack is a standard jumping kick that aims downwards at a 45 degree angle. It looks a lot like the jumping D that Goro had in KoF98. Because of the angle on this move, and the limited horizontal range, it is best used as a jump-in attack. NOTE if you do a hop jump, or a small jump with the D button, Maxima will perform a different version of his jumping kick. It will be a jumping kick that resembles Bao's jumping CD. This is a very good attack for jumping in.
CD Rating **** Air shoulder ram. Maxima is almost verticle with this move. Somewhat similar to Kyo's jumping CD attack. This move has good air-to-air priority and should be exactly used like that.
============= Command Moves =============
Forward+A Rating *** Maxima performs what looks like a lunging hammer fist. Looks something like Ryo's forward+A, but with two hands. Distance is bad but he does go forwards a bit. The speed on this is also average, but it does seem to have some start-up time. This is your basic command move that can act as an overhead when performed alone, or it can be chained in combos for an extra hit. In addition, I find that you CAN'T, you cannot chain this from a close C, you will miss since the distance isn't that great on this move.
DownForward+C Rating ** Another command move, Maxima performs an upwards punch aimed at a 45 degree angle. This move is very slow to come out but it seems that you may use this move as an anti-air if done early. Reminds me of Goro's downforward+C in Kof98, obviously not as great though... Oh yeah this has autoguard.
============= Special Moves =============
M-4 type Vapor Cannon QCB+A/C Rating **** Maxima extends his arm out and a blast of smoke comes out, much like a cannon. The actual range on this move is extended a little farther than what it seems to be. The move seems to have a start-up lag so it is not recommended to be used up close. C version also seems to have a delay afterwards so always use the A version. This move has a high damage level.
System 1 Maxima Scramble (p1) QCF+A Rating **** This move is similar to Brain Battler's move where he does his mult-version grab. Maxima's is better since he does move forward. In this first part, Maxima will do a mid level chop-thrust to the gut area. This is fairly fast to come out and can be chained from a low A. This is a three part move.
System 2 Maxima Scramble (p1) QCF+C Rating *** Same move as the A version, but the A version deals more damage overall, I dont really recommend this move.
Double Bomber (Maxima Scramble p2) QCF+A Rating ***** Maxima will grab the opponent. Can't really see what he is doing at this time due to his excessive movement. This move is preferred over the C version because it deals more damage. Always use this instead of C.
Skull Crush (Maxima Scramble p2) QCF+C Rating ** Maxima will grab the opponent and slam them down to the ground. Must be done after the System 2 Maxima Scramble. This move can catch a juggled opponent since it can grab them out of the air.
Bulldog Press (Maxima Scrable p3) QCF+A Rating ***** This is done after the System 1 verion of the Maxima Scramble. Maxima will finish the move by grabbling the opponent in the air with one hand and slam them onto the ground. This move gets five starts in my book because it is freebie damage after you connect with the first part of the Maxima Scramble. Remember, free is always good. )
Centoun Press (Maxima Scramble p3) Forward+D Rating * While your opponent is on the ground, Maxima will do a flip and land on the opponent. This must be done after the System 2 version of the Maxima Scramble. Let me be the first to tell you that this move sucks. This move is horrible because you are required to time the move. If you do it too early, Maxima will miss the opponent and end up on his back, if you do this too late, you won' do it at all. Unless you enjoy messing around, do not use this.
M-11 type Dangerous Arch HCF+B/D Rating **** This is Maxima's command throw. If you connect with this move, he will grab you and thenbackdrop you to the ground. This is his only command throw and the truth is, it sucks. There is very very little range on this move meaning you must be *really* close for this to connect, otherwise you will get the miss throw animation. Unfortuantely, since this is his only command throw, this will be *the* move that you should be concentrating on landing on the opponent. The damage on this is also high.
====== DM/SDM ======
Bunker Buster QCF, HCB+A/C Rating ** Maxima crunches up into a ball and shoots up, then he comes back down with an explosion. The SDM version is the same thing except it has "earthquake" properties similar to Chang's SDM. The only difference is that the "earthquake" takes place while going up, unlike Chang's which occurs while he is going down. To block this move, simply block low while he goes up, then block high when he comes down. If they are tricked by the "earthquake" Maxima will surely land on them, the same will apply if you are able to hit them while goin up. From what i can see though, if you are hit by the first part, you are still able to defend against the second part if you recovery roll from it. Most of the time, this will trick newbies and/or people that do not know about this move. After they find out, it is pretty easy to avoid, making this a waste of stock. You can also delay Maxima's "take off" by holding down the button. In addition, Maxima has autoguard while he recovers from landing so there is no fear of being attacked. NOTE when playing against this, you can simple recovery roll to avoid being landed on by Maxima/
Maxima's Revenge HCB, HCB+B/D Rating **** This is Maxima's other DM, like all other grapplers, this one is a throwing DM which means the opponent must be close for this to land. Maxima will grab you and lift you up with one hand, then he will slam you down to the ground. Afterwards, Maxima will throw you up, a la Clark's Ultra Argentine Back Breaker DM. When you are about to land, Maxima will head butt you back up like what you would do to a soccer ball. In the SDM version, Maxima will head butt you up three times instead of one. This is what you should be using your stocks for since it is the more relaible DM.
====== Combos ======
Maxima isn't too great in the combo department. You you opt for someone with combos, Maxima is not your man. He does have a few combos though, not too many that will be too interesting. Concentrate more on getting close to do your damage.
I will list the combos that I know of as of now.
*Close C, Dangerous Arch C, HCF+B/D
*Close D, Dangerous Arch D, HCF+B/D
*Low A, Maxima Scramble Low A, QCF+A X3
*Low A, Forward+A, Maxima Scramble Down A, Forward+A, QCF+A X3
Counter Mode Combos
*slide attack, System 1 Maxima Scramble, Double Bomber Maxima Scrambe, Maxima's Revenge DM slide A+B, then attack, QCF+A, QCF+A, finish with the HCB, HCB+B/D. i suppose this is your most basic counter mode combo utilizing the Maxima Scramble to hit and get close and the Maxima's Revenge DM to finish it off.
======== Strategy ========
Since Maxima is a grappler, the best distance for him is close. With Maxima's lack of speed and somewhat limited amount of moves, he is definitely not a combo person. Besides the few combos that he does posses, his main move should be his command throw. His command throw is powerful and he only needs to land a few on the opponent to do some heavy damage. A few methods of getting close are to simply jump at the opponent and do nothing. The opponent will think that you are attacking and stand there and block. Upon landing, the opponent may try to do an attack on you, just simply perform the command throw and they will be thrown to the ground like meat. This usually will get sleeping opponents. Now that many people already know this, it will not work as much. Another way to get close fast is to dash/slide at the opponent. This will usually catch opponents that are doing a special move, etc. The thrid way that I usually fake the opponent out is with the new back dodge, forward slide move. By pressing back and A+B, your character will jump backwards and then forwards. This is especially useful since it is very fast. By all means you are not invincible while performing this move, but since it is so quick, opponents may not have time to react. One instance to use this is when the opponent is attacking you with a limited ranged move. e.g Ryo's fireball. By executing the move at the right time, you will dodge backwards, avoiding the move, then jump right back in their face, giving you an open opprotunity to grab them. Occassionally, I will dash at the opponent, and right before i get to them, I will do the dodge. Because they were expecting me, they might do a move , e.g an uppercut to him me. I dodge back to "sucker" them in, leaving them open, and a chance for me to do some damage. Maxima's poking game is horrible. Even his light hits are slow. My suggestion, stick to grabbing them instead of ticking them away.
=========================== Counter Mode Vs. Armor Mode ===========================
The new modes introduced in KoF99 are designed to give you a new game play. Counter Mode allows you to perform unlimited DM/SDM for about thrity seconds. The real beauty of this mode is that it allows you to counter special moves into DMs. This allows you to do insane damage by doing doing comobs and interrupting them with DMs. Unfortunately, Maxima lacks in the combo department. The lack of comobs really makes this mode useless for Maxima. The other mode is Armor Mode. In this mode, Maxima will be immune to hit stun, very similar to the Super Armor Zangief in Marvel Vs. Capcom. This means even if he takes hits, Maxima will still be able to grab the opponent. This is definetely a scary mode for Maxima. Unfortunately, this mode only lasts for 10 seconds. In addition, in Armor Mode, Maxima will not suffer tick damage. So that means if time is running out and Maxima is a little ahead in life, activate Armor Mode and turtle. hehe cheap but if you're desperate...
winner neither
Why neither modes? Because in 99, characters do not pass stock. This means that when a new character comes in, they must rebuid stock from scratch. This makes building up to three stocks a little difficult, and this usually means that by the time you do have 3 stocks your life will be very little. In addition, Maxima has a little more difficutly in building up to three stocks. Instead, I recommend you using your stocks for his DMs for damage and CD counters for those people that are overly offensive.
=============== Moves Breakdown ===============
-Vapor Cannon This Vapor Cannon move is very good. The A version should always be used because he suffers nearly no lag afterwards. This move is recommended to be used while the opponent is further away. Obviously, when he opponent is close he should be in the cluthes of the Dangerous Arch throw. This move has good range and is even greater in damage. This hits fairly high and because of this, I have been able to catch opponents as they try to jump away from it. Important note, this move should not be used close because at close range, you will suffer recovery lag. At further distances, the opponent will be pushed away. heheh
-Dangerous Arch Obviously, the Dangerous Arch is a damaging move. When the opponent is close, your goal should be landing this move. This move is very damaging. Remember though, the range on this move is horrible and Maxima's miss throw animation is especially long due to his slowness. Be sure it will connect or you might suffer a lot of punishment.
-Maxima Scramble The Maxima Scramble is a great move IMO. It is very similar to Brian Battler's move except it is not as complicated to execute. The A version is always preferred to the C because it does more damage. One thing to do is to perform this move when the opponent is close. If they are hit, finish the move for big damage. If they block the move, perform up to the second part of the Maxima Scramble and pause a little. If they are still blocking, you can then stop the move and perform the Dangerous Arch command throw or even the Maxima's Revenge DM if you have stock. You are able to do this because you will be extremely close to the opponent. If the opponent decides to counter attack, immediately finish the thrid part of the Scramble and nail them hard.
-Buster Bunker I suppose the Bunker Buster DM can be used as an air counter if they are right above you, but that unfortunatley, is too unrealibe. The would have to be nearly over you for this to be effective. You could also use strikers to get them into this position. Kim, Choi, King, and others that launch them up can be used to acomplish this task. The SDM version is good but it will only trick the newbies and scrubs. Unfortunately, good players, or people that already know the move will be able to block it with ease. One thing though, the Buster Bunker DM is good for a wake up move so if they are over you when down, do it, they will most likely be hit because Big M here has autoguard both when launching and landing. Otherwise, concentrate more on landing the Maxima's Revenge DM. The damage on the other DM may not be great, but at least it is more reliable.
======= Credits =======
- GameFAQs For accepting and displaying for FAQ
- Japan Arcade For getting Kof early and having it for only one credit
- Orbit Comics For having two Kof99 machines and staying open late
- UCLA X-Cape Arcade For having the best damn damn joysticks ever...now if only it was 25 cents to play...
- Peter pkim210@ucla.edu Thanks for all your help and input on Maxima
- Gunsmith Wu-Tech Corp. http//w3.to/wu-tech Thanks for the information. Maxima bio and the names of the moves were taken form Gunsmith's FAQ
- Fabian Chung FabianC@oakley.com For you input on the Maxima counter mode combos. Thanks!
This FAQ can be viewed at the following sites
- GameFAQs http//www.gamefaqs.com
- Wu-Tech Corp. http//w3.to/wu-tech
- Black Noah Isand http//blacknoah.cjb.net
========== Conclusion ==========
Well thats about it for now. I know im still missing a few moves and some combos. Ill try to update once in a while when I find out more about Maxima. Granted, not all tactics are the best, and obviously it is reflected by my own stlye of play. So feel free to email me with questions or comments. Your input will be greatly appreciated.