I'm archiving this data here now that I know we can get it from the way back machine ( Thank you DaPowerHouse!!!! ). I'm starting with Maxi and working my way back to Kilik.
Video -
Notes:
Skill Project Breakdown
Sequence 1: Versus Taki
Command:
6bAA, Left Step, B2, Left Step, 8WR Left A, 8WR Left A, 8WR Left A, B->RO, RO A
What Happens:
While landing B2 on the side is rare, it could happen should your opponent whiff something of any scale. Like Taki’s PO B, this can set up a BT wake-up with a left Step. Even rarer is an opening large enough to land 8WR Left A on the back, however, should it occur, with perfect 8WRB timing, you could link up to six of them before the angle allows the opponent to block. Three of these, a 236K, and a decent follow through usually spells death, so the total number hardly matters. When the hits in 236K skip just before the final hit, B->RO, RO A based combos are possible.
Notes:
The combo featured here was enough to kill and works best on smaller characters. If you want to avoid the rare 236K hit skip, simply do four 8WRB Left As and then combo with a normal 236K. Either way, if 8WR Left A hits on your opponents back, it could signal the end of the round.
Sequence 2: Versus Mitsurugi
Command:
2A, RCC 2KK, 8WRB Left KK, 2aB->LI, LI PSL1->LO, LO A, 8WRB Left A, AA->RC, RC A
What Happens:
Maxi uses 2A to interrupt the second hit of Mitsurugi’s 8WR 1_7BA. Without question, Maxi has the best overall 2A in Soul Calibur. The proceeding RCC 2KK and 8WRB Right KK are applicable as both are relatively safe if blocked and keep the opponent pressured up close. If the second hit of 8WR Right KK hits independently, you can combo through with 2aB->LI for optimum damage. From here, Maxi shifts to LO and pressures with LO A. Tag on an 8WRB Left A, followed by an AA->RC, RC A and you have a solid lockdown string.
Notes:
LO A is extremely safe if blocked and if you apply LO AK enough, opponents will stop trying to attack after blocking LO A. This opens to the door for LO A->throw, LO A->FC games, LO A->8WRB games, and LO A->RCC mix-ups. 8WR Left A is easily one of his most important moves, however its delayed impact and semi-lateral approach make if very difficult to apply. The risk to reward factor associated with this attack is great, you have a move that does a fifty percent combo on counter hit or gives a bs+2 on block. I strongly feel every Maxi player should look into applying this move and search of creative and effective ways to do so.
Sequence 3: Versus Sophitia
Command:
4B+K, iFC A+B->LI, LI bG->RO, RO KK, 2aB->LI, LI bG->RO, RO BBK
What Happens:
I am not going to detail the ins and outs here. It should be fairly obvious.
Notes:
I added this series for two reasons. One was to further highlight and expand on the power of the 2aB->LI combo follow-through, since this attack ends in a stance, you can quickly shift it to stances with ample wake-up attacks. This is demonstrated here. The second reason was to point out the vulnerability of the LO BK and RO BBK. Early Maxi players tend to abuse these moves, if their opponent blocks they are at an advantage the moves themselves deal a heavy dose of damage, have solid range, and track well. There is nothing weak about them; expect the final kick. Every character in SC has a means to counter the final kick, below I have detailed all of them.
Kilik/Mina: 2A, 4kB
Xianghua: 4A, 3B+K
Hwang: 3B (to combos)
Sophitia: 3A+B, 66B (to combos), A+B
Lizardman: 66B (to combos) (due to his size, 3A+B will not work)
Astaroth/Rock: FC 3K
Nightmare: WS K
Taki: 3B (to combos)
Ivy: 3B (to combos), 1K
Mitsurugi: FC 1B (to combos), WS A+B (to combos)
Yoshimitsu: FC 3K (to combos)
Voldo: 214G+B (side throw)
Maxi: 1B (floats), 2aB->LI
Cervantes: A+K, B2 (non-shift), 3A+B (non-CH), 3A (non-CH)
So, for those frequently abused by RO BBK and LO BK, now you have the means to do something about it.
Sequence 4: Versus Cervantes
Command:
AA->RC, RC PSL3->LI, LI B->BL, BL PSL1->RC, RC PSL3->LI, LI B->BL, BL K, 2KK, RCC A, 66B+K
What Happens:
RC is shifted to LI B to evade Cervantes’ 3B. From here, LI B is shifted to return to LI and pressure with a second LI B. LI B is very safe if blocked and tends to evade B attacks well. This pressure series sets-up one of Maxi’s rarest combos.
Notes:
While this series may not be as practical as most, it does still have merit. AA is a potent attack for Maxi, however when blocked all RC attacks can be silenced with 3Bs. If you opponent mindlessly sticks out 3Bs or Bs, you can counter by using PSL2 and shifting to BL A or BL KK, however if they are actually waiting and looking for the RC attacks, you have a difficult problem. The LI shift can trick them and LI B can easily evade vertical attacks. By balancing your attacks from AA->RC, you can keep you opponent confused to make all of them effective. So use RC A to counter 2As and back dashes, RC KK to counter AAs, RO based attacks for pressure; such as RO BB, BL attacks for safety; such as BL A, and finally, LI attacks to counter 3Bs. Using anyone element too much makes all of them useless. The final combo on display is guaranteed due to the proximity to the ground, however landing the second hit of 2KK on CH is extremely rare.
Sequence 5: Versus Sophitia
Command:
3B, B->RO, RO PSL1->BL, BL K, A+K->LI, LI bG->RO, RO A->BL, BL PSL2->RO, RO A->BL, BL G, WL K, 44K, 3A+K
What Happens:
Maxi has nothing of value guaranteed after a deep 3B, thus it is wise to use a simple B and attempt various stance-related wake-ups. By itself, the first hit of BL K is always safe, Maxi hops back and clears himself of any danger. This taunt-like hop often provokes foolish retaliation, A+K can be an effective and stylish means to counter. Having been fully evaded by an A+K, most players will brain-freeze, this opportunity can be applied to shift from the mediocre LI based attacks to venerable RO based attacks. From here, the ever-useful double RO A shift is demonstrated. The best means to counter annoying RO based attacks is a simple 2A, this is anticipated with WL K.
Notes:
Arguably, the WL K, 44K combo is a weak option in this case, however if you pay careful attention you will see how far the 44K projects and that it allowed the opponent to unintentionally land on their feet. 44K can only be used in a combo after WL K or RO K[K]/kB[K], so this combo is rare enough that few will know about its strange properties. Since they will usually unintentionally land on their feet the best means to punish them is 3A+K, dash in throw, or 66K lockdown.
Sequence 6: Versus Ivy
Command:
GI, bG, iFC 1AB->LO, LO B->RC, RC PSL1->RO, RO K[K], 4A+B, 66B+K
What Happens:
When it connects on counter hit, FC 1AB->LO, LO B is a guaranteed combo. Since this ends in a stance with the opponent near you and downed, it presents a valuable wake-up opportunity. From here, Maxi shifts to RO K[K] to lock Ivy down and combos with 4A+B, 66B+K.
Notes:
Beyond the RO K[K] this series lacks practicality, the reality here is that while the rewards are high; distant ROs and strong combos, 4A+B is more of a liability than an asset. 4A+B CH, to 66B+K is a little known combo and should be favored over the simple 4A+B CH, Slide combo.
Sequence 7: Versus S.Mina
Command:
AA->RC, 8WRB Left A, 2A, FC 3AA->RO, RO A[K], 66K, 3b+kB->RO, RO BBK
What Happens:
The spacing associated with AA->RC forces the opponent to either back dash, and risk bCH, or block an 8WR Left A. From here, Mina has no means to beat a 2A, and if that hits no means to beat a FC 3AA->RO. For characters with short-ranged As, FC 3AA->RO can present a problem if Maxi goes to RO AK. The side step RO A provides is enough to keep this lockdown series going. With the block stun the RO A[K] established, 66K must be blocked, D-Stepped, or crouched under, either way this is very difficult to avoid. With the spacing 66K provides, it is also hard to beat 3b+kB->RO, from here the RO BBK provides the final ounce of lockdown.
Notes:
This is pure Maxi lockdown. While there are means out of this trap, they would require a great deal of anticipation. Over anticipating a character that can shift any attack into three or more stance based attacks or into three different stances can spell doom. So regardless of the final out come, this series plays right into Maxi’s hands. Four blocked attacks in this series provided positive advantages, 8WR Left A with bs+2, RO A[K] with bs+10, 66K with bs+1, and RO BBK with a mere bs-1. Understanding these hit and block advantages is integral to winning with Maxi, not only must one understand what tools to use with Maxi, but also understand the tools available to their opponent and counter appropriately. It is also foolish to limit yourself to a handful of counters, Maxi’s 2A is an ever-venerable option, however Maxi has a wide repertoire of attacks that evade or even simple Stepping can provide better terrain advantages. Committing to one set of follow-throughs means your opponent sees one set of follow-throughs, which is a sad case for a character with infinite potential.
Sequence 8: Versus LizardMan
Command:
4B->LO, LO K, [G]9B->LO, LO BK, 2A, 6bAA, 2A, 8WRB 3K, A+B
What Happens:
4B->LO, LO K is useful in moderation, when the LO K hits Maxi is at hs+1 and when it is blocked, he is at a mere bs-9. Any low attack that is bs-11 or less cannot be punished by retaliatory low or WS attacks. This means that if you anticipate your opponent’s retaliation, you can either Step around the WS attacks or jump over the low attacks. In this case, [G]9B is applied. Unlike FC 1B->LO, LO B, after [G]9B->LO, LO B will not combo, however if they tech roll they are forced to eat or block the K of LO BK. Maxi’s 6bAA is a lot safer than it seems and this almost always makes opponents suck up a 2A. 6bAA leaves Maxi at a mere bs-3. 8WR 3_9K is yet another deceptive move in terms of block stun, Maxi is left at a mere bs-5, however the opponent is always pushed too far out to counter with anything of value.
Notes:
Maxi’s elbows tend to be over-looked and often forsaken by most Maxi players. The reason being that due to the weight systems in Soul Calibur, many characters will not be forced to block both elbows. While conditional, it is not random, so study and experience will yield full understanding. Primarily, Maxi should avoid using them on heavier characters straight on. Despite the flaw, there is a fail-safe, the final B can be delayed, so much so that is can come out as late as 6bAA>B or 6bAA, 2aB->LI. These too look identical, however, after they block 2aB->LI, they are forced to block LI A.
Overall, this series was designed to demonstrate several tools in action. I would never suggest using this string en masse, but bits and pieces of it have merit and can be interchanged with other items throughout this project.
Sequence 9: Versus Sophitia
Command:
1B, B2, bG, iFC 1AB>LO, LO B->RC, RC PSL3->LI, LI aA->RC, RC A
What Happens:
1B evades high attacks as well as Xianghua’s 4A, this is another attack many Maxi players fail to use to its potential. From here, B2 is applied to keep Sophitia from back dashing. The bG fake is used to draw a GI after the forced crouch state of B2. The rest of this sequence is applicable lockdown theory. If they manage to block the second hit of the FC 1AB->LO, they cannot counter due to the range and speed of LO B. If LO B hits, shifting to LI is relatively safe and easily allows for the fast LI aA->RC. Due to the forced axis block on LI aA->RC, Stepping to avoid RC A is extremely difficult.
Notes:
This sequence is really a tool to highlight 1B. I cannot say enough positive things about 1B and given the often AA happy nature of many players, this attack should be used whenever you anticipate an attack from your opponent. 1B is i14, hs0, bs-11, therefore it is fast and safe in every regard.
Sequence 10: Versus Xianghua
Command:
AA->RC, RC G, 2B, FC 3A->RO, RO B->RC, RC PSL1->RO, RO A->BL, BL G, 2A, RCC 3A+K
What Happens:
While you would never see this sequence used in whole, just about every advanced Maxi player has used bits and piece of it as required. Maxi pokes with AA, and goes straight into 2B, this can be useful to counter high attacks and end in a crouched state. FC 3A->RO is used to advance, pressure, and link to RO. RO B->RC is shifted back into RO so Maxi can use the speed and subtle step of RO A. From here, 2A CH to RCC 3A+K rounds out the sequence.
Notes:
Not only does Maxi have 1B to counter high attacks, he also has 2B. 1B keeps him standing, 2B ends in a crouched state. 2B is i13, hs+3, bs-6, this makes it completely safe, yet slightly more vulnerable to Steps that 1B. While Maxi has a poor WS game, he does have a very strong RCC, 8WRB, and FC game. Given the overall strength of his 2A, one should master RCC and 8WRB to the fullest to capitalize on the 2A’s prowess.
Sequence 11: Versus Mitsurugi
Command:
4AbAA, 3B, bG, 66K, 4B->LO, LO B->RC, RC PSL2->BL, BL A, 6B4->LI
What Happens:
4AbAA is used to lock Mitsurugi down; the final hit connects on CH and induces uDOS. The 3B, bG, 66K demonstrates a rarer form of back turned set-up every character can apply; the attack proximity class. Previous Skill Projects highlighted the common and easy to apply positional proximity class, these work because of the half-down state found in Soul Calibur. Attack proximity works because the hit area of the attack goes on the opposite side fooling the system into believing the attacking character is on the opposite side. With the logic spoiled, the game rises the downed character into a back turned state. Afterwards, 4B->LO, B is used to deal damage. This is then linked to BL A for safety and evasion.
Notes:
Attack proximity wake-ups work best for Astaroth and Nightmare; for example, Astaroth can do G+B4, whiffing [G]9K. For Maxi, this really is not an important enough tool to matter, however I felt this would be an appropriate time to introduce it. By itself, the rest of the sequence is something I use often, due to the way it steps backwards, a whiffed BL A often provokes the opponent to rush it, and 6B4 dispels any such efforts easily.
Sequence 12: Versus Xianghua
Command:
G+B, 2A, RCC B->RO, RO PSL1->BL, BL G, 3A, 236K, 3B
What Happens:
As shown in the Kilik Skill Project, any move that leaves the opponent head up and head towards leaves them vulnerable to back turned set-ups if their waking attack is interrupted. After getting up backwards, Xianghua is naturally going to be a little hesitant when she should not be, B->RO, RO PSL1->BL, BL G, 3A takes full advantage of this.
Notes:
B->RO, RO PSL1->BL is more useful than it may initially seem. As you condition your opponent with B->RO, RO A attacks, RO BB mix-ups, or RO K attacks they will eventually pause when they see B->RO. Typically, to keep the mix-up potent, one wants the reward for it to be minor. Granted, using a dangerous and intricate set-up to garner a small reward seems foolish, however if you go out of your way to deal massive damage you will reverse the conditioning that enabled the small reward. Ten small rewards are greater than one large one. Often I use the BL A whiff to 6B4 set-up here, but I will also use BL G to 8WRB, basic attacks; such as AA, throws, or use PSL3->LO for a sudden; and often CH, LO BK.
Sequence 13: Versus Astaroth
Command:
Left D-Step, Right Side Throw->BL, BL PSL1->RC, RC KK, 66bG->RC, 8WRB Left A, AA RC, RC G, 66K
What Happens:
The D-Step here is actually more than meets the eye, not only do you have to D-Step to avoid the Bull Rush, but you have to cancel that into a forward dash and then pause so Astaroth rises out of the crouched state of the attack. Point being, if you ever evade a Bull Rush, just BB Astaroth, it is infinitely easier. Leaving the Dragon’s Nest is easily Maxi’s best throw, just due to the rarity of it, details on its application have never been covered. This throw ends in BL, if the opponent tries to resist at all, BL KK will counter everything they do. Typically, they will try to stand up or roll away, PSL1 shifts to RC and RC KK will scoop them up for an easy combo. If abusing these two low attacks has taught your opponent to rise blocking low, the PSL2 shifts to RO and RO KK will combo for even more damage. Finally, if you are just looking for random variety, PSL3 ends in LO and LO BK will combo on CH if they resist. There is a subtle trend at work here, the first hit of all four of these options also hits downed opponents, so bottom line here: they are taking more damage no matter what they do. More often than not, I favor the RC KK option, even when blocked it is safe. If your opponent does not know how to AC out of it, RC KK, 66B+K combos, however if they do, RC KK, to 66bG->RC can be a valuable fake. This fake is applied to force Astaroth to block an 8WR Left A, from here, he eats the AA->RC, and RC is canceled into a 66K.
Notes:
I like this sequence because it really does work and demonstrates how dangerous Maxi can be against waking opponents. Throughout this series, even Astaroth’s best resistance is futile and we see more Maxi lockdown at its finest.
Sequence 14: Versus LizardMan
Command:
4B->LO, LO PSL2->LI, LI K, 66bG->RC, RC PSL3->LI, LI K, B+KBBBBA
What Happens:
Since this sequence is just in place to show the LI K CH, B+KBBBBA combo there is no need to explain the intricacies of it.
Notes:
As stated before, 4B->LO is extremely valuable and often provokes a LI K CH. Just for sake of demonstration, I showed 66bG->RC, RC PSL3->LI, LI K CH afterwards. I do not suggest this. While I did not land the combo deep, normally LI K CH will guarantee a full B+KBBBBA for massive damage. This is roughly 110 points, which is more than even G-Stepping to get a back throw set-up.
Sequence 15: Versus Voldo
Command:
66K, B->RO, RO A[K], 3B, 2aB->LI, LI PSL2->RC, RC A, Left D-Step, G+B_A
What Happens:
Voldo is first pinned down with a 66K. Given Voldo’s overall speed, he is forced to block a B->RO. From here, Maxi keeps the pressure on with RO A[K]. Once blocked, RO A[K] forced the opponent to block 3B. The 3B hits shallow, so Maxi has more time to combo with 2aB->LI. Once this connects, PSL2 is applied to link to RC A. RC A induced forced crouch state and most WS attacks can be easily D-Stepped.
Notes:
I could never sing the praises of RC A enough, it covers a with berth, does solid damage, induces forced crouch state, and offers value options for the K in RO BBK and LO BK. Learning to apply RC A should be one of the first lessons any aspiring Maxi player sets out to do.
Sequence 16: Versus Taki
Command:
Soul Charge, 4AbAA, 236K, B->RO, RO A->BL, BL A
Notes:
This is a guaranteed combo, however only under the circumstances shown; the character must be in the corner, Maxi must be Soul Charged, and the character must be in the female class. This combo does between 233 and 237 total damage, Soul Calibur has a 240 life bar, this means one more peck of any kind and Taki is dead. The only area of shock here is that B->RO, RO A->BL, BL A actually combos. While rare, it is true. B is +17 into RO, RO A is i14, RO A is +19 into BL, BL A is i15, the reason this combo is so little known is because of how much positioning is actually required for it to connect.
Additional Information
Musical Score:
Artist : Orbital
Song Title : Mission Impossible Theme (Orbital Remix)
Albums : Middle of Nowhere, The All Together, Insides, etc.
The Maxi SP went through more music deviations than any other and eventually I settled on "Got Your Money" by Old Dirty Bastard. Big pimping is pure Maxi, and I went as far as to plot story boards for the SP. Evidence of this can be found laced through out the SP, the original goal was to have it on female characters to further enhance the music. This was not to be however and Mission Impossible became the track. I rested on Mission Impossible largely because it suited the nature of the character and the difficulty of explaining the character in a mere three-minute video. There is so much more that composes Maxi and so much of it is evolutionary and based on the opponent’s understanding of the character. The Maxi SP does not scratch the surface of the character; it simply cannot. However, it does provide insight and some overlooked details that I feel will help players learning Maxi.
If you like this song you may like other tracks from Orbital, leeching .mp3 files is certainly convenient, however people should do their utmost to support music they enjoy so the artist can continue to produce music. That and .mp3 files compress the high-end treble and bass essentially cutting out chunks of the music, though few people own audio equipment fine enough to discern the subtle differences.
Check out Orbital’s other albums or sample tunes from Middle of Nowhere at www.cdnow.com.
Creation and Production:
Since I was already widely over budget on time and this download is a monster, I decided to cut the ending credits. This is a sad choice since I put a lot of time and effort into rendering them and they are far more stylish than any previous credits.
Gameplay:
WCMaxi
Vintoks
Assistance:
elk
Nuts
Srayer
RVD240
Vintoks
Special Thanks:
Ai-Uchi
FetZ
Fhwang Sung Kyung
hprx
Unlike previous efforts, this piece was composed largely in Adobe After Effects and Adobe Illustrator. I used Adobe Premiere to edit down the source material and to create the black and white pauses (using exported stills into Photoshop). Adobe Illustrator helped coordinate the bulk of the math involved and create the sixty-one masks applied. Masking and layering made the motion possible, Adobe After Effects, blood, sweat, tears handled all this, and a whole lot of crying as my PC crashed all too often. I think the scale of this labor can been seen in the raw number of files involved; one hundred thirty-eight, and the number of Adobe After Effects layers involved; sixty-five. There are many points I am not personally satisfied with, but getting this done in a timely manner meant a lot.
Video was captured in Windows 98 Second Edition on a Pinnacle Systems DC 30 Plus using the cards proprietary software, the source samples were then trimmed down in Adobe Premier then eventually synchronized and composed using Adobe Premier and Adobe After Effects. Audio was attained from the source CD via Music Match Jukebox. All in all, to complete this project a total of one hundred thirty-either files consisting of over 2.7 gigabytes were used. The final .avi file was then encoded to .mpg file using Ligos Suite 2.0 and to DIVX format using FlasK MPEG and the DIVX 4.0 codec.
Video -
Notes:
Skill Project Breakdown
Sequence 1: Versus Taki
Command:
6bAA, Left Step, B2, Left Step, 8WR Left A, 8WR Left A, 8WR Left A, B->RO, RO A
What Happens:
While landing B2 on the side is rare, it could happen should your opponent whiff something of any scale. Like Taki’s PO B, this can set up a BT wake-up with a left Step. Even rarer is an opening large enough to land 8WR Left A on the back, however, should it occur, with perfect 8WRB timing, you could link up to six of them before the angle allows the opponent to block. Three of these, a 236K, and a decent follow through usually spells death, so the total number hardly matters. When the hits in 236K skip just before the final hit, B->RO, RO A based combos are possible.
Notes:
The combo featured here was enough to kill and works best on smaller characters. If you want to avoid the rare 236K hit skip, simply do four 8WRB Left As and then combo with a normal 236K. Either way, if 8WR Left A hits on your opponents back, it could signal the end of the round.
Sequence 2: Versus Mitsurugi
Command:
2A, RCC 2KK, 8WRB Left KK, 2aB->LI, LI PSL1->LO, LO A, 8WRB Left A, AA->RC, RC A
What Happens:
Maxi uses 2A to interrupt the second hit of Mitsurugi’s 8WR 1_7BA. Without question, Maxi has the best overall 2A in Soul Calibur. The proceeding RCC 2KK and 8WRB Right KK are applicable as both are relatively safe if blocked and keep the opponent pressured up close. If the second hit of 8WR Right KK hits independently, you can combo through with 2aB->LI for optimum damage. From here, Maxi shifts to LO and pressures with LO A. Tag on an 8WRB Left A, followed by an AA->RC, RC A and you have a solid lockdown string.
Notes:
LO A is extremely safe if blocked and if you apply LO AK enough, opponents will stop trying to attack after blocking LO A. This opens to the door for LO A->throw, LO A->FC games, LO A->8WRB games, and LO A->RCC mix-ups. 8WR Left A is easily one of his most important moves, however its delayed impact and semi-lateral approach make if very difficult to apply. The risk to reward factor associated with this attack is great, you have a move that does a fifty percent combo on counter hit or gives a bs+2 on block. I strongly feel every Maxi player should look into applying this move and search of creative and effective ways to do so.
Sequence 3: Versus Sophitia
Command:
4B+K, iFC A+B->LI, LI bG->RO, RO KK, 2aB->LI, LI bG->RO, RO BBK
What Happens:
I am not going to detail the ins and outs here. It should be fairly obvious.
Notes:
I added this series for two reasons. One was to further highlight and expand on the power of the 2aB->LI combo follow-through, since this attack ends in a stance, you can quickly shift it to stances with ample wake-up attacks. This is demonstrated here. The second reason was to point out the vulnerability of the LO BK and RO BBK. Early Maxi players tend to abuse these moves, if their opponent blocks they are at an advantage the moves themselves deal a heavy dose of damage, have solid range, and track well. There is nothing weak about them; expect the final kick. Every character in SC has a means to counter the final kick, below I have detailed all of them.
Kilik/Mina: 2A, 4kB
Xianghua: 4A, 3B+K
Hwang: 3B (to combos)
Sophitia: 3A+B, 66B (to combos), A+B
Lizardman: 66B (to combos) (due to his size, 3A+B will not work)
Astaroth/Rock: FC 3K
Nightmare: WS K
Taki: 3B (to combos)
Ivy: 3B (to combos), 1K
Mitsurugi: FC 1B (to combos), WS A+B (to combos)
Yoshimitsu: FC 3K (to combos)
Voldo: 214G+B (side throw)
Maxi: 1B (floats), 2aB->LI
Cervantes: A+K, B2 (non-shift), 3A+B (non-CH), 3A (non-CH)
So, for those frequently abused by RO BBK and LO BK, now you have the means to do something about it.
Sequence 4: Versus Cervantes
Command:
AA->RC, RC PSL3->LI, LI B->BL, BL PSL1->RC, RC PSL3->LI, LI B->BL, BL K, 2KK, RCC A, 66B+K
What Happens:
RC is shifted to LI B to evade Cervantes’ 3B. From here, LI B is shifted to return to LI and pressure with a second LI B. LI B is very safe if blocked and tends to evade B attacks well. This pressure series sets-up one of Maxi’s rarest combos.
Notes:
While this series may not be as practical as most, it does still have merit. AA is a potent attack for Maxi, however when blocked all RC attacks can be silenced with 3Bs. If you opponent mindlessly sticks out 3Bs or Bs, you can counter by using PSL2 and shifting to BL A or BL KK, however if they are actually waiting and looking for the RC attacks, you have a difficult problem. The LI shift can trick them and LI B can easily evade vertical attacks. By balancing your attacks from AA->RC, you can keep you opponent confused to make all of them effective. So use RC A to counter 2As and back dashes, RC KK to counter AAs, RO based attacks for pressure; such as RO BB, BL attacks for safety; such as BL A, and finally, LI attacks to counter 3Bs. Using anyone element too much makes all of them useless. The final combo on display is guaranteed due to the proximity to the ground, however landing the second hit of 2KK on CH is extremely rare.
Sequence 5: Versus Sophitia
Command:
3B, B->RO, RO PSL1->BL, BL K, A+K->LI, LI bG->RO, RO A->BL, BL PSL2->RO, RO A->BL, BL G, WL K, 44K, 3A+K
What Happens:
Maxi has nothing of value guaranteed after a deep 3B, thus it is wise to use a simple B and attempt various stance-related wake-ups. By itself, the first hit of BL K is always safe, Maxi hops back and clears himself of any danger. This taunt-like hop often provokes foolish retaliation, A+K can be an effective and stylish means to counter. Having been fully evaded by an A+K, most players will brain-freeze, this opportunity can be applied to shift from the mediocre LI based attacks to venerable RO based attacks. From here, the ever-useful double RO A shift is demonstrated. The best means to counter annoying RO based attacks is a simple 2A, this is anticipated with WL K.
Notes:
Arguably, the WL K, 44K combo is a weak option in this case, however if you pay careful attention you will see how far the 44K projects and that it allowed the opponent to unintentionally land on their feet. 44K can only be used in a combo after WL K or RO K[K]/kB[K], so this combo is rare enough that few will know about its strange properties. Since they will usually unintentionally land on their feet the best means to punish them is 3A+K, dash in throw, or 66K lockdown.
Sequence 6: Versus Ivy
Command:
GI, bG, iFC 1AB->LO, LO B->RC, RC PSL1->RO, RO K[K], 4A+B, 66B+K
What Happens:
When it connects on counter hit, FC 1AB->LO, LO B is a guaranteed combo. Since this ends in a stance with the opponent near you and downed, it presents a valuable wake-up opportunity. From here, Maxi shifts to RO K[K] to lock Ivy down and combos with 4A+B, 66B+K.
Notes:
Beyond the RO K[K] this series lacks practicality, the reality here is that while the rewards are high; distant ROs and strong combos, 4A+B is more of a liability than an asset. 4A+B CH, to 66B+K is a little known combo and should be favored over the simple 4A+B CH, Slide combo.
Sequence 7: Versus S.Mina
Command:
AA->RC, 8WRB Left A, 2A, FC 3AA->RO, RO A[K], 66K, 3b+kB->RO, RO BBK
What Happens:
The spacing associated with AA->RC forces the opponent to either back dash, and risk bCH, or block an 8WR Left A. From here, Mina has no means to beat a 2A, and if that hits no means to beat a FC 3AA->RO. For characters with short-ranged As, FC 3AA->RO can present a problem if Maxi goes to RO AK. The side step RO A provides is enough to keep this lockdown series going. With the block stun the RO A[K] established, 66K must be blocked, D-Stepped, or crouched under, either way this is very difficult to avoid. With the spacing 66K provides, it is also hard to beat 3b+kB->RO, from here the RO BBK provides the final ounce of lockdown.
Notes:
This is pure Maxi lockdown. While there are means out of this trap, they would require a great deal of anticipation. Over anticipating a character that can shift any attack into three or more stance based attacks or into three different stances can spell doom. So regardless of the final out come, this series plays right into Maxi’s hands. Four blocked attacks in this series provided positive advantages, 8WR Left A with bs+2, RO A[K] with bs+10, 66K with bs+1, and RO BBK with a mere bs-1. Understanding these hit and block advantages is integral to winning with Maxi, not only must one understand what tools to use with Maxi, but also understand the tools available to their opponent and counter appropriately. It is also foolish to limit yourself to a handful of counters, Maxi’s 2A is an ever-venerable option, however Maxi has a wide repertoire of attacks that evade or even simple Stepping can provide better terrain advantages. Committing to one set of follow-throughs means your opponent sees one set of follow-throughs, which is a sad case for a character with infinite potential.
Sequence 8: Versus LizardMan
Command:
4B->LO, LO K, [G]9B->LO, LO BK, 2A, 6bAA, 2A, 8WRB 3K, A+B
What Happens:
4B->LO, LO K is useful in moderation, when the LO K hits Maxi is at hs+1 and when it is blocked, he is at a mere bs-9. Any low attack that is bs-11 or less cannot be punished by retaliatory low or WS attacks. This means that if you anticipate your opponent’s retaliation, you can either Step around the WS attacks or jump over the low attacks. In this case, [G]9B is applied. Unlike FC 1B->LO, LO B, after [G]9B->LO, LO B will not combo, however if they tech roll they are forced to eat or block the K of LO BK. Maxi’s 6bAA is a lot safer than it seems and this almost always makes opponents suck up a 2A. 6bAA leaves Maxi at a mere bs-3. 8WR 3_9K is yet another deceptive move in terms of block stun, Maxi is left at a mere bs-5, however the opponent is always pushed too far out to counter with anything of value.
Notes:
Maxi’s elbows tend to be over-looked and often forsaken by most Maxi players. The reason being that due to the weight systems in Soul Calibur, many characters will not be forced to block both elbows. While conditional, it is not random, so study and experience will yield full understanding. Primarily, Maxi should avoid using them on heavier characters straight on. Despite the flaw, there is a fail-safe, the final B can be delayed, so much so that is can come out as late as 6bAA>B or 6bAA, 2aB->LI. These too look identical, however, after they block 2aB->LI, they are forced to block LI A.
Overall, this series was designed to demonstrate several tools in action. I would never suggest using this string en masse, but bits and pieces of it have merit and can be interchanged with other items throughout this project.
Sequence 9: Versus Sophitia
Command:
1B, B2, bG, iFC 1AB>LO, LO B->RC, RC PSL3->LI, LI aA->RC, RC A
What Happens:
1B evades high attacks as well as Xianghua’s 4A, this is another attack many Maxi players fail to use to its potential. From here, B2 is applied to keep Sophitia from back dashing. The bG fake is used to draw a GI after the forced crouch state of B2. The rest of this sequence is applicable lockdown theory. If they manage to block the second hit of the FC 1AB->LO, they cannot counter due to the range and speed of LO B. If LO B hits, shifting to LI is relatively safe and easily allows for the fast LI aA->RC. Due to the forced axis block on LI aA->RC, Stepping to avoid RC A is extremely difficult.
Notes:
This sequence is really a tool to highlight 1B. I cannot say enough positive things about 1B and given the often AA happy nature of many players, this attack should be used whenever you anticipate an attack from your opponent. 1B is i14, hs0, bs-11, therefore it is fast and safe in every regard.
Sequence 10: Versus Xianghua
Command:
AA->RC, RC G, 2B, FC 3A->RO, RO B->RC, RC PSL1->RO, RO A->BL, BL G, 2A, RCC 3A+K
What Happens:
While you would never see this sequence used in whole, just about every advanced Maxi player has used bits and piece of it as required. Maxi pokes with AA, and goes straight into 2B, this can be useful to counter high attacks and end in a crouched state. FC 3A->RO is used to advance, pressure, and link to RO. RO B->RC is shifted back into RO so Maxi can use the speed and subtle step of RO A. From here, 2A CH to RCC 3A+K rounds out the sequence.
Notes:
Not only does Maxi have 1B to counter high attacks, he also has 2B. 1B keeps him standing, 2B ends in a crouched state. 2B is i13, hs+3, bs-6, this makes it completely safe, yet slightly more vulnerable to Steps that 1B. While Maxi has a poor WS game, he does have a very strong RCC, 8WRB, and FC game. Given the overall strength of his 2A, one should master RCC and 8WRB to the fullest to capitalize on the 2A’s prowess.
Sequence 11: Versus Mitsurugi
Command:
4AbAA, 3B, bG, 66K, 4B->LO, LO B->RC, RC PSL2->BL, BL A, 6B4->LI
What Happens:
4AbAA is used to lock Mitsurugi down; the final hit connects on CH and induces uDOS. The 3B, bG, 66K demonstrates a rarer form of back turned set-up every character can apply; the attack proximity class. Previous Skill Projects highlighted the common and easy to apply positional proximity class, these work because of the half-down state found in Soul Calibur. Attack proximity works because the hit area of the attack goes on the opposite side fooling the system into believing the attacking character is on the opposite side. With the logic spoiled, the game rises the downed character into a back turned state. Afterwards, 4B->LO, B is used to deal damage. This is then linked to BL A for safety and evasion.
Notes:
Attack proximity wake-ups work best for Astaroth and Nightmare; for example, Astaroth can do G+B4, whiffing [G]9K. For Maxi, this really is not an important enough tool to matter, however I felt this would be an appropriate time to introduce it. By itself, the rest of the sequence is something I use often, due to the way it steps backwards, a whiffed BL A often provokes the opponent to rush it, and 6B4 dispels any such efforts easily.
Sequence 12: Versus Xianghua
Command:
G+B, 2A, RCC B->RO, RO PSL1->BL, BL G, 3A, 236K, 3B
What Happens:
As shown in the Kilik Skill Project, any move that leaves the opponent head up and head towards leaves them vulnerable to back turned set-ups if their waking attack is interrupted. After getting up backwards, Xianghua is naturally going to be a little hesitant when she should not be, B->RO, RO PSL1->BL, BL G, 3A takes full advantage of this.
Notes:
B->RO, RO PSL1->BL is more useful than it may initially seem. As you condition your opponent with B->RO, RO A attacks, RO BB mix-ups, or RO K attacks they will eventually pause when they see B->RO. Typically, to keep the mix-up potent, one wants the reward for it to be minor. Granted, using a dangerous and intricate set-up to garner a small reward seems foolish, however if you go out of your way to deal massive damage you will reverse the conditioning that enabled the small reward. Ten small rewards are greater than one large one. Often I use the BL A whiff to 6B4 set-up here, but I will also use BL G to 8WRB, basic attacks; such as AA, throws, or use PSL3->LO for a sudden; and often CH, LO BK.
Sequence 13: Versus Astaroth
Command:
Left D-Step, Right Side Throw->BL, BL PSL1->RC, RC KK, 66bG->RC, 8WRB Left A, AA RC, RC G, 66K
What Happens:
The D-Step here is actually more than meets the eye, not only do you have to D-Step to avoid the Bull Rush, but you have to cancel that into a forward dash and then pause so Astaroth rises out of the crouched state of the attack. Point being, if you ever evade a Bull Rush, just BB Astaroth, it is infinitely easier. Leaving the Dragon’s Nest is easily Maxi’s best throw, just due to the rarity of it, details on its application have never been covered. This throw ends in BL, if the opponent tries to resist at all, BL KK will counter everything they do. Typically, they will try to stand up or roll away, PSL1 shifts to RC and RC KK will scoop them up for an easy combo. If abusing these two low attacks has taught your opponent to rise blocking low, the PSL2 shifts to RO and RO KK will combo for even more damage. Finally, if you are just looking for random variety, PSL3 ends in LO and LO BK will combo on CH if they resist. There is a subtle trend at work here, the first hit of all four of these options also hits downed opponents, so bottom line here: they are taking more damage no matter what they do. More often than not, I favor the RC KK option, even when blocked it is safe. If your opponent does not know how to AC out of it, RC KK, 66B+K combos, however if they do, RC KK, to 66bG->RC can be a valuable fake. This fake is applied to force Astaroth to block an 8WR Left A, from here, he eats the AA->RC, and RC is canceled into a 66K.
Notes:
I like this sequence because it really does work and demonstrates how dangerous Maxi can be against waking opponents. Throughout this series, even Astaroth’s best resistance is futile and we see more Maxi lockdown at its finest.
Sequence 14: Versus LizardMan
Command:
4B->LO, LO PSL2->LI, LI K, 66bG->RC, RC PSL3->LI, LI K, B+KBBBBA
What Happens:
Since this sequence is just in place to show the LI K CH, B+KBBBBA combo there is no need to explain the intricacies of it.
Notes:
As stated before, 4B->LO is extremely valuable and often provokes a LI K CH. Just for sake of demonstration, I showed 66bG->RC, RC PSL3->LI, LI K CH afterwards. I do not suggest this. While I did not land the combo deep, normally LI K CH will guarantee a full B+KBBBBA for massive damage. This is roughly 110 points, which is more than even G-Stepping to get a back throw set-up.
Sequence 15: Versus Voldo
Command:
66K, B->RO, RO A[K], 3B, 2aB->LI, LI PSL2->RC, RC A, Left D-Step, G+B_A
What Happens:
Voldo is first pinned down with a 66K. Given Voldo’s overall speed, he is forced to block a B->RO. From here, Maxi keeps the pressure on with RO A[K]. Once blocked, RO A[K] forced the opponent to block 3B. The 3B hits shallow, so Maxi has more time to combo with 2aB->LI. Once this connects, PSL2 is applied to link to RC A. RC A induced forced crouch state and most WS attacks can be easily D-Stepped.
Notes:
I could never sing the praises of RC A enough, it covers a with berth, does solid damage, induces forced crouch state, and offers value options for the K in RO BBK and LO BK. Learning to apply RC A should be one of the first lessons any aspiring Maxi player sets out to do.
Sequence 16: Versus Taki
Command:
Soul Charge, 4AbAA, 236K, B->RO, RO A->BL, BL A
Notes:
This is a guaranteed combo, however only under the circumstances shown; the character must be in the corner, Maxi must be Soul Charged, and the character must be in the female class. This combo does between 233 and 237 total damage, Soul Calibur has a 240 life bar, this means one more peck of any kind and Taki is dead. The only area of shock here is that B->RO, RO A->BL, BL A actually combos. While rare, it is true. B is +17 into RO, RO A is i14, RO A is +19 into BL, BL A is i15, the reason this combo is so little known is because of how much positioning is actually required for it to connect.
Additional Information
Musical Score:
Artist : Orbital
Song Title : Mission Impossible Theme (Orbital Remix)
Albums : Middle of Nowhere, The All Together, Insides, etc.
The Maxi SP went through more music deviations than any other and eventually I settled on "Got Your Money" by Old Dirty Bastard. Big pimping is pure Maxi, and I went as far as to plot story boards for the SP. Evidence of this can be found laced through out the SP, the original goal was to have it on female characters to further enhance the music. This was not to be however and Mission Impossible became the track. I rested on Mission Impossible largely because it suited the nature of the character and the difficulty of explaining the character in a mere three-minute video. There is so much more that composes Maxi and so much of it is evolutionary and based on the opponent’s understanding of the character. The Maxi SP does not scratch the surface of the character; it simply cannot. However, it does provide insight and some overlooked details that I feel will help players learning Maxi.
If you like this song you may like other tracks from Orbital, leeching .mp3 files is certainly convenient, however people should do their utmost to support music they enjoy so the artist can continue to produce music. That and .mp3 files compress the high-end treble and bass essentially cutting out chunks of the music, though few people own audio equipment fine enough to discern the subtle differences.
Check out Orbital’s other albums or sample tunes from Middle of Nowhere at www.cdnow.com.
Creation and Production:
Since I was already widely over budget on time and this download is a monster, I decided to cut the ending credits. This is a sad choice since I put a lot of time and effort into rendering them and they are far more stylish than any previous credits.
Gameplay:
WCMaxi
Vintoks
Assistance:
elk
Nuts
Srayer
RVD240
Vintoks
Special Thanks:
Ai-Uchi
FetZ
Fhwang Sung Kyung
hprx
Unlike previous efforts, this piece was composed largely in Adobe After Effects and Adobe Illustrator. I used Adobe Premiere to edit down the source material and to create the black and white pauses (using exported stills into Photoshop). Adobe Illustrator helped coordinate the bulk of the math involved and create the sixty-one masks applied. Masking and layering made the motion possible, Adobe After Effects, blood, sweat, tears handled all this, and a whole lot of crying as my PC crashed all too often. I think the scale of this labor can been seen in the raw number of files involved; one hundred thirty-eight, and the number of Adobe After Effects layers involved; sixty-five. There are many points I am not personally satisfied with, but getting this done in a timely manner meant a lot.
Video was captured in Windows 98 Second Edition on a Pinnacle Systems DC 30 Plus using the cards proprietary software, the source samples were then trimmed down in Adobe Premier then eventually synchronized and composed using Adobe Premier and Adobe After Effects. Audio was attained from the source CD via Music Match Jukebox. All in all, to complete this project a total of one hundred thirty-either files consisting of over 2.7 gigabytes were used. The final .avi file was then encoded to .mpg file using Ligos Suite 2.0 and to DIVX format using FlasK MPEG and the DIVX 4.0 codec.