Maxi General Discussion

I find that its not WHEN you press G to cancel the LI options its how long. Hold it to get RO, tap it to get back to LI. At least thats how I roll with it...

33B is great WL bait. But ur only gonna get away with that a few times tops.

WL A...Good wake up options. Catches step for crumple stun
WL K...yes 0 on block but duckable
WL B...is ur only option against ducking opps. But animations is recognizable and easily dealt with.

WL in general is just not in MY style. The GI window for it is to small for my tastes. Needs to be a few frames longer.

33B PSL 3, LO K is staple in my move set. if you get a wall splat its worth bout 109 damage. and really demoralizes the opposition. I like it for wake up mind fucks, and for those that like to back dash a lot. But its definetly something I dont throw out willy nilly. Its VERY situational IMO to be really effective.

But I whore out 33bA RC A like im a $5 hooker. Once I get em trained on that I throw out other RC options, or fake into PSL nonsense.

Missed you Nikklez. Quit being a stranger

HRD
 
I find that its not WHEN you press G to cancel the LI options its how long. Hold it to get RO, tap it to get back to LI. At least thats how I roll with it...

Naw you can still get into RO even without charging the LI B. It's like Hotnikklez said, you gotta press the G right before LI B impacts. I was trying it out online today and that's all it is, you just press and hold G right before that LI B is about to impact. My problem is that I like to think on the fly, so sometimes I'll decide at that very instant that I want RO and not LI again and I'm not ready to press G with the correct timing and fuck up. Which is why I wish for SC5 that they make a different command for entering RO or LI from the LI bG cancel. I'm glad that they finally gave us the choice first of all, but now I wish it to be more clear cut.
 
HRD I don't know of anyone who can duck WL K on reaction

also is there somewhere I can learn how to use 66B4 cancels? I saw a video of Fhwoarang and he canceled it and shifted so fast I have no idea how to replicate that
 
HRD I don't know of anyone who can duck WL K on reaction

HRJ ducks it on reaction all the time. I have my fair share on it to. The animation for me at least, is recognizable.

@Krayzie...I dunno man. rather I charge it or not it still works for me. I just make sure Im still holding G until I see the animation for the cancel and then throw out my RO option. Ima a think of the fly kinda maxi player to I have virtually no issues getting the stance that I want, unless Im stoned or something things get a little dicey...LOL

HRD
 
HRJ ducks it on reaction all the time. I have my fair share on it to. The animation for me at least, is recognizable.
HRD
There's also the nature of WL's options working against it. You have a low, and mid and a H. Once you know the mid's not coming, you beat both other options by ducking.
 
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HRD I don't know of anyone who can duck WL K on reaction

also is there somewhere I can learn how to use 66B4 cancels? I saw a video of Fhwoarang and he canceled it and shifted so fast I have no idea how to replicate that

I know that very vid you speak of. You have to start the canceling before the chucks even come out. I cant do it on command. Fhworang is just straight gangster with it. 66B4~LI options are fun as hell.

HRD
 
HRD I don't know of anyone who can duck WL K on reaction

also is there somewhere I can learn how to use 66B4 cancels? I saw a video of Fhwoarang and he canceled it and shifted so fast I have no idea how to replicate that

I taught MIguelito everything he knows where the propellers are concerned :) it's copyright hotnikkelz, pay me. Those cancels and everything about it is easy to dissect within 5 mins in practice.
Just a matter of pressing G instantly for the immediate and fastest cancel after pressing 4, then a lil slower cancels later, then a lil slower cancels later. That'll determine how much times the propeller spins. WIth practice you'll be able to control exactly what you want to do at ALL times.

I love the propellers personally. Keep in mind they may be a bit dangerous to use. My success with it is based on the fact i use the non propeller versions i.e 66bG and 4AB etc to keep the opp's brain in overload so to speak lol. I tihnk I like them so much because i <3 LI

Krayzie: understood. Wait a sec, is there gonna be an SC5? is that confirmed?
 
How about the 22a/88a,g the non stance version (safe) ch 6aak guaranteed normal hit heavy stagger allowing to get into position where you want to be without the opponent being able to move for a short while. Good to throw in after any medium fast poke like 2b, 33k hits etc. Or when the opponent is turtling or trying to space you.

Something I would strongly recommend you guyes to try for a while is feigning alot, poke alot, throw alot. Feigning back step retreat with 42b and 422a/88ag is working well or backstep then throw. Iv'e managed to ring out quite a few times by feigning retreat into 33ba when they are on the edge, all of sudden their not on the stage anymore, I love it every time. My new strategie with Maxi is to base my moves on of effective stepping first and foremost and the 8wayrun moves you can do out of it (His step is supposed to be good anyway).
Personally I find Maxi hard to play against offensive opponents beacuse he's slow and they know his weaknesses, for me these fake retreats together with weird stepping and lots of pokes- even fake unblockable fire bursts have been the most successfull way to make the opponent freeze and that's when Maxi can shine in my opinion. I often use 4b variations mainly 4bg 4bbg 4bg,2a and lots of throws to add a little bit more to this freeze. He's slow, he needs breathing space. I can not figure out a better way to play safely and give him that.
 
236A is to be used very sparingly btw.

Yes, makes sense I think to state that the two good uses for it is for TJ and specific angles where it rings out. If you don't know what im talking about go to training and arrange ur fighters facing straight to eachother and a edge below or under, then make a small sidestep and 236a will ring out. Only situation where you should risk 236a block punishment. Iv'e ringed out players plenty since I almost never use 236a otherwise its a ace up my sleave for the right moment. Once in a tournament to where I was ringed out by raphs b throw but in the next round a ro a pushed him to the edge, then I blocked, he was defensive, I stepped slightly in angle and 236a ringout. Very satisfying revenge :)

I love the propellers personally. Keep in mind they may be a bit dangerous to use.

I went back to training to see why I stopped using this move much. How do u use it well on block? It's bad on block, more then 2 spins and it moves your opponent in the safe zone where he can punish with anything. One spin guard is fast but I like to assume that my opponents can use 2a which stops anything after. So that leaves spinning it in front of the opponent without hitting waiting for a reaction which usually in my experience either the opponent patiently waits and punishes you when u stop spinning or tries to sidestep out of range and punish which is the other thing they usually do. If then cancelling into Li b or k can be used against this effectively I don't know, have'nt tried to master it. I'll get onto it. So far my favourite use is when a wall cancels push away on guard allowing all of the spins to hit, I would put it on a most brutal looking moments of sc4 list :)
 
Yes, makes sense I think to state that the two good uses for it is for TJ and specific angles where it rings out. If you don't know what im talking about go to training and arrange ur fighters facing straight to eachother and a edge below or under, then make a small sidestep and 236a will ring out. Only situation where you should risk 236a block punishment. Iv'e ringed out players plenty since I almost never use 236a otherwise its a ace up my sleave for the right moment. Once in a tournament to where I was ringed out by raphs b throw but in the next round a ro a pushed him to the edge, then I blocked, he was defensive, I stepped slightly in angle and 236a ringout. Very satisfying revenge :)



I went back to training to see why I stopped using this move much. How do u use it well on block? It's bad on block, more then 2 spins and it moves your opponent in the safe zone where he can punish with anything. One spin guard is fast but I like to assume that my opponents can use 2a which stops anything after. So that leaves spinning it in front of the opponent without hitting waiting for a reaction which usually in my experience either the opponent patiently waits and punishes you when u stop spinning or tries to sidestep out of range and punish which is the other thing they usually do. If then cancelling into Li b or k can be used against this effectively I don't know, have'nt tried to master it. I'll get onto it. So far my favourite use is when a wall cancels push away on guard allowing all of the spins to hit, I would put it on a most brutal looking moments of sc4 list :)

I agree with everything you just said regarding 66B4. The fact that it puts the opponent off axis and into a safe zone after blocking one spin is the bad part. If it did like it used to in SC1 or like Yoshi's spin in this game then it would still be good. They get to 2A you before you can do anything, unless you do it by the wall at the right angle. The only time I've forced the opponent to block at least 2 spins out in the open is by approaching them and taking a step to the left and then immediately doing the move. In some cases my step was enough to make them block but the first block doesn't push them to the left enough to be safe and they have to block again, but still this doesn't happen every time.
 
Question for the Maxi folks out here: how do you guys feel about 4B [G] in this game?

Well I have a special technique to make 4b much easier to hit confirm. Everybody listen please!

1. Setup your button in the following way: a=square b=x g=triangle k=circle (normally x is g).
2. This allows your thumb to cover both b and g.
3. The trick behind the execution: 4b then immidiatelly shift weight to g and hold it, you should do it really quick so that you've been holding g during the whole 4b animation. The time your holding g is relatively long and the 4b animation gives time to mentally prep for a pretty easy task, let go of g and shift thumb weight or keep holding. You've got ur 4bg covered already just waiting if u should do the rest. On hit it would be 4bg,b for example.
Actually I just found out that you can slide to g and hold it after any stance initiating move, all other a,b or k inputs will register anyway even if g is pressed at the same time. Makes controlling all stances easier. I was not really aware of this wow. Fracking ey, this is a revelation for me. Now I can hold g after any stance initiating move and still have the other inputs available, this makes hit confirming easy with maxi for christ sakes :)

Thanks for brining the question up KrazyieCD maybe what I just explained is common knowledge but I did'nt realise I was doing it until I put it into words, just been a habit. Thanks to your question I can now use it in a solid way knowing exactly what im doing :)
 
Ive done it that way EXCEPT Ive always used the left trigger to block (standard SCII controls yo!!)
My finger is always holding or tapping that G trigger.

ALSO...if you leave the RIGHT trigger at standard default SC4 setting, you can use it for PSL 3 stuff AND WL tricks. FOR EXAMPLE....4bG PSL3 ROA, both cancel and PSLis done with the trigger. It also makes CH33B, PSL 3, LO K combo a ton easier!!

Sounds stupid but GI'ing with the left trigger alone feels akward so I still have the default A as my G as well, that way I can still do A throws easy and GI feels better!!

ur welcome...LOL

HRD
 
Krayzie: Hmm where's the post or confirmation of that? lemme take a gander

Warui:
I know of the propeller's weaknesses very well. Theoretically it has bad data, but in actual play it works better than it should....seriously. Off axis yes but the fact that it leads to LI B couple with the varying degrees of cancelling makes it tricky for an opponent to counter on the fly, unless he just spams 2A. Which in any case would've lost if u didn't cancel. I never do more than 1 or 2 spins. LI B is that strong and it tracks. You have access to LI B even before the first propeller comes out even. On top of all that now, you've got 66B which staggers them back well on block (out of 2A range btw), as well as plain old 66BG. Making it work depends on how well u use your options and see how your opponent reacts to u. The thing is i don't care if i get hit with 2A. That's like a whatever i got interrupted move :/ It's their only blanket option iirc

BTW you NEED to use 4B :p it is really that good. That's cuz LI B is strong :)

Funk:
4BBK is best followup to counterhit 8wr left+A in almost all circumstances

LI B IS HOT SAUCE!!!
 
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wow your button config, HRD "trigger as block" keep it simple like i do. but my 360 controller is half busted.
LT & LB grabs
X=A, Y=B, B=K, A=G/busted button
RB & RT = CF & Taunt

I have no respect for a maxi player that Button commands :(A+K;( Lazzzyyyy
 
wow your button config, HRD "trigger as block" keep it simple like i do. but my 360 controller is half busted.
LT & LB grabs
X=A, Y=B, B=K, A=G/busted button
RB & RT = CF & Taunt

I have no respect for a maxi player that Button commands :(A+K;( Lazzzyyyy

But you got button commands too! RB for CF, RT for taunt, LT & LB for grabs? I think I'm the only person who uses pad that has only single binds for every button.
 
I got A+K binded to RB. I dont see the big deal in that. hitting A+K on the controller (being that I dont play "claw" style) is way to akward to hit. Lazy? come now!!

HRD
 
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