Maxi General Q&A

LOL I was playing SC1 this past weekend at fanime and goddamn if they gave A+B back it's old properties I would be spamming the shit out of that move. The same negative frames but has so much push back that even Sophie TAS B or Asta 66K/66B can't reach afterwards making the move safe. The move on block literally pushes you 3/4 of the way across the screen lol.

Oh man, remember when it would ring out like a SOB instead of having that shitty stun crumple? And the input was MUCH easier to cancel just by holding down A+B? I think they just wanted to make Maxi suck.
 
Oh man, remember when it would ring out like a SOB instead of having that shitty stun crumple? And the input was MUCH easier to cancel just by holding down A+B? I think they just wanted to make Maxi suck.

LOL speaking of ring outs, I swear in SC1 if you are anywhere near the edge....ANY move will send your ass bouncing out of the ring lol. Maxi A+B use to send your ass careening across the level on CH lol.
 
SC4 has taken the biggest nerf to ring outs I find - I love how some people still moan about them though XD
I miss back in scII, a great drunken game was choose the ice stage, set health to infinite and both players choose asta - it was like jousting. ^_^
if you haven't tried it yet, I really recommend you do after you've had a few!
 
LOL speaking of ring outs, I swear in SC1 if you are anywhere near the edge....ANY move will send your ass bouncing out of the ring lol. Maxi A+B use to send your ass careening across the level on CH lol.

We used to call it "bad bounce" :)

EDIT: Speaking of bounce, when are you going to bounce on up to Seattle? :)
 
Back in SC1, I used to imagine Dick Vitale from NBA Jam shouting "GETS A LUCKY BOUNCE!" every time someone would fly just far enough to fall off the edge. OK, that's a lie, but don't even act like it wouldn't have been funny.

Anyway, did you guys peep the E3 gameplay video yet? I wonder how a meter system will work for a character like Maxi. He could have the potential to build meter VERY quickly if designed well.
 
SC5 is coming out and ill take whatever i get but might as well just give suggestions:
More stance starters for each stance
3B - Ro
3A - BL A[SC4]
4B - Lo [fine]
... - Rc maybe 6B+K into Rc
... - Li would love a WR B+K command that does LI K :@lol

Free up 44B move it to 7B and 9B
33A should stun like Li K on hit
FACT: need SC2 4A+K back. evasion.
33K standard K input
better recovery speed on guard input
increase speed on stance transitions
6B,B,B all mids

66a needs to be unduckable or mid, mid
2K,K on block :O free crouch grab for asta fine i guess :@

whatever same stuff i already listed. just give me a A+BGi for A Gis or give Amys Auto Gi properties to B+KGi. Or All PSLs should have Auto A Gi
 
So I was thinking that with the new meter system, Maxi could do EX versions of stance moves that have special properties. For example, RO AK could be RO A, EX K, and the K could be a guard break or something. Maybe a fully charged EX version would be unblockable or something. BL EX A could also be a GC, perhaps. I think this is a good way to make his stance game strong so people have a reason to use it. I just hope that if they decide to do this, they won't make his normal stance moves garbage to make up for it.
 
Basics - just do supers after every stun. lol
EX 1A knock down
EX 236 A. it better be safe
EX Li K GuardCrush
EX LO K UB:) :):)
i hope EX AA is fast enough to go into PSL Ro AK. for 5-hit nc
if 7B or 9B is still in his movelist im going to be pissed more so if the EX 7B/9B doesnt GuardCrush
Chain move = i wanna see only Li BG into RO B EX GuardCrush:)

maxi, takistyle, rap, nightmare, sesuk, talim all meter abusers

????Did anyone else see the Ivy super Grab i dont think its duckable or even avoidable once your in range of it. Plus it looked like everything froze to let Ivy get the grab in video animation.????
 
I'm still a novice when it comes to SC's complex system, so forgive me if this is over simplified for his default stance:

Themes
1. Mid-range pressure/pokes/zoning
2. Minimal high-low-throw mix-up
3. Conditioning the opponent with random mid-s.mid sequences.

Buffs
1. Enable combos that only hit mid/s.mid to grant longer hit stun and block stun (i.o.w. longer blockstrings/natural combos)
2. Allow a high-risk, high-reward mid/s.mid hit (e.g. juggle opportunities/ring out opportunities) to above combos at any point in combo (e.g. 1, 2, or 3 safe hits followed by unsafe finisher or another safe hit).

Nerfs
1. Low/high hits minimal reward (i.e. only useful for pokes and knockdown)
2. Shorter range on throws
 
236B knocks down on regular hit again. old 66A and make it cancel. i would also like 6BBB to be all mid. i would also like psl4. get back old 3B+K from standing. old BB then fit in RO B maybe after that but make it cancel to LO BK.
 
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