Maxi Critical Finish Setups/Discussion

I kinda hate 44B haha, not my style at all.

RO B is a good one aqua snake. You need to check that and RC aB
 
Maxi's Critical Finish Game A Possibility?

BB6K is what i use .. but never tried counting
 
Maxi's Critical Finish Game A Possibility?

LOL.

I should have said "You pulled a Hot Rod Dave". :P

thats fucked up. i have a "fuck up" named after me. i hate you all!!! There is a positive lining here. Im famous! or infamous one of the two

lol
 
but then point to note, jump B is like -18 on block or something, its good if u anticipate a low though~ human's 1st reaction is to press G when they see you jump a low haha
 
I wished it TJ as fast as 9K :( i can't do it vs say, Amy's 3BA, or Sophie's 236AA for instance.

Ryuke, check the newbie silencer hahahaha. New guys :) so adorable. Hotrod is on the path of the jedi now....he doesn't make notation mistakes anymore hehehe.
 
I wished it TJ as fast as 9K :( i can't do it vs say, Amy's 3BA, or Sophie's 236AA for instance.

Ryuke, check the newbie silencer hahahaha. New guys :) so adorable. Hotrod is on the path of the jedi now....he doesn't make notation mistakes anymore hehehe.


lol...i hate you nikkelz. im kinda flattered a "fuck up" is named after me
 
i took some time over the past few days to do a bit of a study of maxi's CF game. i don't really have other character's CF game data to compare this to, but in a vacuum it looks pretty good. most of us already knew this of course, but mostly i was trying to distill a list of moves and strings that were excellent at dealing sg damage.

i had two main goals compiling this stuff. the initial idea was that someone can cross-reference the moves he generally employs in his maxi game and see which of those moves is dealing the sg damage. the other idea that occurred to me while i was putting this together was that while getting the soul crush is all well and good, maxi is very string based and so he has a higher chance than most characters to miss the CF opportunity if he doesn't change up his game slightly. so i ended up compiling two main lists: list 1 has good general-use sg damage moves and strings; list 2 focuses on moves and strings that are better to use when looking for a CF so you don't roll right over the soul crush. i also compiled a list of the highest damaging single-hit attacks so people know where the most sg damage is coming from.

my last objective was that i also wanted to systemize soul damage. i often see moves listed in terms of "hits until crush", which is fine but i thought it'd be nice to use the same "damage" system we use for moves that hit and deal health damage. to keep it consistent with the health damage all of the listed soul damage numbers assume that a player has 240 soul damage when starting a round (full green). note that the soul gauge can actually go higher than this (flashing blue), and also of course soul damage carries over from round to round. most importantly, i found that a soul gauge is in "danger" (flashing) when the player has less than 30% gauge remaining. this translates to roughly 70 and below in the 240 system.

anyway, here are the lists.

highest damage single hits
-----
66B+K: 30 dmg
11_77B: 26 dmg
6A+B: 26 dmg
LI : 26 dmg
44B: 26 dmg
33_99B\RC aB: 26 dmg
RC B: 24 dmg
LO K: 23 dmg
11_44_77K: 23 dmg
66K: 21 dmg
RO B: 19 dmg
3B: 19 dmg
LI B: 19 dmg
WR [A+B]: 19 dmg
a+bG: 16 dmg
-----

good general sg damage attacks\strings
*criteria- over 10% (24) sg damage, safer and\or good on hit
-----
11_77B: 26 dmg
66B+K: 30 dmg
4B LO K: 35 dmg
4B PSL2 LI B: 31 dmg
4B PSL3 RO A[K]: 27 dmg
4B PSL3 RO B: 31 dmg
4B PSL3 RO KK_A: 30 dmg
4B PSL3 RO K[K]: 45 dmg
4B LO>RC aB: 38 dmg
4B LO>RC B: 36 dmg
3B RO AK: 25 dmg
3B RO A[K]: 34 dmg
3B RO B: 38 dmg
3B RO KK_A: 37 dmg
3B RO K[K]: 52 dmg
3B PSL2 RC aB: 45 dmg
3B PSL2 RC B: 43 dmg
3B PSL3 LO K: 42 dmg
a+bG RC aB(a+bG hits): 26 dmg
a+bG RC B(a+bG hits): 24 dmg
WR [A+B] LI A: 31 dmg
WR [A+B] LI AA: 59 dmg
WR [A+B] LI AA(1st A misses): 47 dmg
WR [A+B] LI B: 38 dmg
WR [A+B] LI : 45 dmg
WR [A+B] LI BG RO series: same as 3B starters

yeah, i know, good luck actually getting someone to block the in LI AA. i decided to include it here just because it's the most soul damage maxi can do with a string. against a wall if you get them to block all of WR [A+B] LI AA, thats 59 damage which is about 25% of their entire sg bar! probably good to use against player not as familiar vs maxi if you can train them to over-block.

good CF finishers
*criteria- over 10% (24) sg damage, 2 hits max or strings with high spikes, less emphasis on safety
-----
6A+B: 26 dmg
44B: 26 dmg
33_99B: 26 dmg
11_77B: 26 dmg
66B+K: 30 dmg
FC 1AB: 31 dmg
4B LO K: 35 dmg
4B PSL2 LI B: 31 dmg
4B PSL3 RO B: 31 dmg
4B PSL3 RO K: 29 dmg
3B RO B: 38 dmg
3B RO K: 34 dmg
3B PSL2 RC aB: 45 dmg
3B PSL2 RC B: 43 dmg
3B PSL3 LO K: 42 dmg
a+bG RC B(a+bG hits): 24 dmg
a+bG RC aB(a+bG hits): 26 dmg
WR [A+B] LI A: 31 dmg
WR [A+B] LI B: 38 dmg
WR [A+B] LI : 45 dmg
WR [A+B] LI BG RO B: 31 dmg

compiling this list made me realize a few things. i think i need to figure out some way to work RC aB into my game more; it's slow but it's got the RC A juke to keep people blocking, its mid and deals 50ish on hit with followups, +3 into BL, and 26 sg damage. also i knew 11B did good sg damage but i had no it was as strong as it was; i have to use that more too. i was kind of disappointed by RO A[K]'s sg damage (15), but at least it gives + on hit. on the flip side, i was very pleased with LO K's sg damage (23). i think the biggest surprise though, was FC 1AB dealing 31 sg damage with both hits blocked (15 for FC 1A and 16 for the B followup). it's only -2 into LO, and unless the opp is very familiar with maxi he'll probably think maxi's at advantage like with RC B because they look so similar. i tended to use 1A before but i'm thinking i should switch to FC 1AB against opps who can consistently block the 1A.
 
holy crap. that must ve taken a lot of work to put together. But maxi users I think really needed this. Really really good stuff man. had to print that out and have it next to me and play with it in training. So far Ive gotten through the first list and i gotta say..........WOW!!

Good stuff and.....where the hell have you been!!!
 
Yeah, I've been going through Maxi's CF game. Broke it down into this long ass list of moves in a couple different degrees of practical. I only included moves that break in 20 hits or less, and that I thought were at least half decent.

I learned a few new things in the process. The two main things are (1:That moves that seem to differ only in input, can actually be different in SG damage (2: Some moves do considerably less SG damage when used as close as possible - I have examples of both in this list.


Practical

2B 20 hits
Does little to health, and the SG damage isn't impressive, but Maxi is in a decent position whether it hits or it's blocked. So I think with it's range, and speed it's pretty damn fine move. The bit of space it creates can be useful too.

33_99A 20 hits
One of Maxi's best tools to deal with step. On hit you can combo A+Bg for 33 damage, or if your opponent techs you could land an easy 66A tech trap. On block it's only -5 so you have a lot of viable options. The chip damage to the SG, and ability to RO are just nice bonuses.

4B 20 hits
Maxi's +7 into LO cake, with SG damage icing.

44AB 14-21 hits (Varies greatly, the closer you are, the less SG damage it does)
Really solid all around, good on hit, decent on block. Plus it's a TC.

9K 14 Hits (7K is 20 hits, and 8K is 16 hits)
Slow TJ. Too slow to punish a lot of quicker lows, but still worth throwing around. On hit it's 67 guaranteed damage, with good follow up options. On block I don't think it's any worse than -7, plus it causes a force crouch, and deals respectable SG damage.

1B 13 hits (close range it's 15 hits)
Quick, defensive TC. Useful shit.

LI B 13 hits / 10 hits
Evasive, powerful, sexy. Need I say more? Well it has more options than you can shake a stick at, and when a opponent isn't dealing with it well it's hard not to have a good time.

44K 11 hits (11_77k 12 hits)
Slow powerful attack, with decent range. Good when a opponent expects a quick attack. On hit it's 59 guaranteed, and on block it's -7 with force crouch.

66B+K 8 hits (10 hits at close range)
Simple, and effective. -12 on block though. So it's best used from tip range to avoid punishments, and mix-ups.

Fairly Practical


33_99K 20 hits
Good advantage on hit, and very safe on block. It's range, and speed are decent too. RO's, and wall splats on Ch. It's a solid move, it just hasn't ever seemed particularly useful to me.

66Bg 20 hits
Combos with 236A for 49 damage on hit. Bit unsafe on block. Compliments 66B well.

4AB 14 hits (close range it's 16 hits)
A little risky, but it tends to work well with 4AB4, and 4ABg.

3B 13 hits
Good move on hit, and CH. But of course on block it gets a bit tricky. Really useful against some characters/players, much less so in other match-ups.

22_88B 13 hits
Another move that's only good in certain match-ups. The push-out really saves this move from being all that punishable, but there are moves that can hurt. If a opponent doesn't have a good answer for it though I like to throw it out a good bit.

66K 12 hits
It's an all right move. The slight disadvantage on block, and the SG damage are probably it's best qualities. Just too bad it's an i25 high.

33_99B 10 hits
Great move on hit, and Ch. But I hate seeing it blocked, even though it's not all that risky. The way I see it on block you can take a risky gamble to get out of possible minor punishment. Or take the possible punishment, and then probably have to deal with disadvantage. But, eh, it usually isn't as bad as it plays out in my head. lol

66B 10 hits
Solid move. Could always go through with Maxi's LO options on unsuspecting opponents. Used with 66Bg it can work pretty well.

44B 10 hits
I like it on hit, and when blocked at range, but it's just too slow, and easy to step sometimes.

4ABg 8hits (10 at close range)
I don't remember this move doing so much SG damage... But, yeah, mix up with it's other versions to minimize the risk, and make the move more effective.

Barely Practical

88A 20 hits
It's a good move, with a little SG damage. But it's slightly punishable, so I only throw it out when I think it will hit.

4A 15-20 hits (Varies, the closer you are, the less SG damage it does)
Surprising range, and SG damage, but it is a bit of a risky mix-up starter. I think it's worth using, but not good enough to rely on.

A+Bg
15 hits
Solid move on hit. Not great on block if your opponent knows what to interrupt with, but if they don't...

RO B 13 hits
I'm not really a fan of this move. It okay on hit, and okay on block if it's done from tip range. Problem is there are not often good chances to preform this move from tip range. And it's not something I'd bother looping into.

11_77B
10 hits
Nice when used as a surprise move. But it's easy to punish unless it's blocked at tip range. So I just need to find a way to get people that far away from me, stand still, and block.

Special cases


B+K
13 hits (B+KB 10hits, B+KBB 8hits, B+KBBB 7hits, B+KBBBA -7hits)
*All numbers for this move assume all hits connected. Which will not usually happen on block unless your opponent is pinned against something.*

First off, I don't think it makes any sense to use B+K if you can't do the whole string. But if you can then it's a great way to pressure your opponent. Just throwing it out fairly often, and hit confirming at B+K can work well since it's safe, and it deals most the SG damage. Every blocked hit after B+K is punishable, but that obviously can be dealt with by stopping the string at different points, and sometimes going all the way through.


236K
16-18 hits
I'm still messing with this move. The 2nd hit, and 3rd hit cancels do a surprising amount of SG damage. But I haven't been able to get consistent results, and I really don't even have a good idea of what's causing the differences yet.

So, yeah, if you know what's up with 236K I'd like to know too.
 
wont 44AB get GId? I mean if they don't GI I use it a bit , but its not great

What about 44B? it seems decent at tip range
 
44B is on the list. I did some testing at tip range a while back and it's extremely character dependent. At tip it does a significant amount of knockback, but several characters can still punish easily (Amy, setsuke, sophitia, zas). You do a have a change to WL if they do their WR B option, but some have A and B options. It does dovery good SG, but it's difficult to force the block since it's so linear and slow.
 
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