Maxi General Q&A

I think we all agree that SC4 BB is hot garbage, but if they beefed it up and gave it better range and advantage into stance on block, it could be pretty damn good, considering it's NC. Sure, I'll take the old B series back in a heartbeat, but the stuff that was bad in SC4 doesn't have to stay bad.
 
I'd prefer SC3 BB

SC4 BB is terrible by design it leads to LO which is pretty risky vs someone who can read LO A and LO K which to be honest isn't that hard. not to mention BB> LO BK is interruptable on block. On hit I have to ask myself....WTF do I do now? since all options are kinda a big risk. At the range BB would best be used at LO A probably wouldn't even reach so WTFs the point?

AA is ass but not AS ASS as BB. Any transition into RC isn't really that good against a standing opponent imo. At least RC A is safe it could be a lot worse. With RC A you kind of have a "ah shit what do I do" option

if BB combo'd into LO B but not the K I think it would be usable but I'd still prefer old SC 3 BB
 
So Maxi's SCIV BB totally stinks: okay, agreed.
If SCV sticks to his SCIV BB >:( I think Namco should have it either with a quicker guard recovery alone or a BB--> to a gaurd--> to guarding a punishing AA or BB or (whatever)--> to his LO shift after guarding.

SO your pretty much sayin IF they put his SC4 BB in SC5 they should compensate for his Sucky BB with:
= Quicker guard recovery & Faster PSL transition.
This wont make the move any better, their still just pointless BB taps that go into forced Stance [LO stance] that you have to guard recover from.
-For SC4 BBs to be any good, BBs intoBK would that to be NC on Ch. 4-hit combo.
-Or For SC4 BBs to be any good, it should put u in [RO Stance] instead. Tappable BBs into Gi-Bait.:)

Good BBs should either poke and be safe; or, create forced movement on blocking opponent. I want threating SC3 BBs "namco can Nerf the damage it they want', i just want the 2nd B input to stun or create forced movement on block.

@hwang24.
i wouldnt mind if both types of BBs where in the game. [I would love more moves in his movelist]

For the BBs, ButtonCommand wise:
SC5:B::B: should be SC3 :B::B:
SC5 [:(B):] should be SC4:B::B:. Input a single :B:for the 1st hit and hold for the 2nd hit to come out.
Im not of fan of [:b(B):] invites masher and itll stress out Noobs/i mean rookies because SC5 is supposed to be Newbie friendly:)

My Most Requested Moves for SC5:
SC2 :4::A:+:K:.
Sc2: :(A):+:(K): 8-WayWalk.
SC4: BL:A:should be SC5::3::A:. :) Nuts:)
 
I'd prefer SC3 BB

SC4 BB is terrible by design it leads to LO which is pretty risky vs someone who can read LO A and LO K which to be honest isn't that hard. not to mention BB> LO BK is interruptable on block. On hit I have to ask myself....WTF do I do now? since all options are kinda a big risk. At the range BB would best be used at LO A probably wouldn't even reach so WTFs the point?

AA is ass but not AS ASS as BB. Any transition into RC isn't really that good against a standing opponent imo. At least RC A is safe it could be a lot worse. With RC A you kind of have a "ah shit what do I do" option

if BB combo'd into LO B but not the K I think it would be usable but I'd still prefer old SC 3 BB
See, this post just reminds me of why SC4 is such a shitty game, and why Maxi has no place in it. SC3 BB ends in LO BK too, and if you don't do BK, Maxi shifts to RC. But Maxi had safer transitions into those stances due to (wait for it) better frames in general, and those stances had better options to boot.

LO K in past games wasn't fantastic, but it was fast enough to catch people by surprise every so often, so LO was still kinda respectable. LO K in SC4 is so easy to duck and punish that any time you find yourself stuck in that stance, you pretty much have to hope your opponent has never faced Maxi more than a handful times. I don't even need to go into how much better RC was in SC3.

Point is, if they make the right changes and improvements to Maxi (and more importantly, the game itself) in other areas, SC4 BB could be pretty good. That said, I'd rather have the old B series back too, just because I feel Maxi has more options that way.
 
Point is, if they make the right changes and improvements to Maxi (and more importantly, the game itself) in other areas, SC4 BB could be pretty good. That said, I'd rather have the old B series back too, just because I feel Maxi has more options that way.

When you say old B series your talkin Sc2 B input into Ro? [B,A,K] right? Im fine with that as long as 3B launches on hit:) and i can follow up with Ro B:)
 
B-> RO :D those were the days of hot sauce. B~G was safe, fast and strong. RO B was da shizzle, tracked everywhere sidestepped, had range and TC, and was mean on hit and CH. SC4 RO B, took out the evasiveness, and TC :(

Anyway, doesn't matter his changes, i'll be maining him again, absolute bottom tier or not....simply because, he's manly.
 
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Bottom Tier i think not right now the way the CEs look, Gi into a supers is going to be dumb, because right know it looks possible. Put your opponent in Frame Disadvantage and Add A Screen Freezes Video Animation [CE]Super that Equals Broken.

Lets do the MAth:)
Frame Disadvantage + Screen Freezes Video Animation_CE
MAXI-CE-GIF.gif
= Broken.

That behind the back Screen Freeze CE, Tira did on pyrrha scarys me same with Ivys CE Grab Vid
 
I like how in SC3 BL B was a mid and FUCKING AWESOME
built in back and side step stun on CH and a fair amount of + frames on hit
 
I was actually kind of glad they got rid of old BL B. BL was always one the weaker stances against experienced players, so it was nice to have a fast low and mid to use. Just a shame most transitions into BL are hella risky, and BL A only hits at near point-blank range.

A lot may not agree with this, but I sort of hope Namco gets rid of WL. I only say this because I want them to move away from designing Maxi as a character almost solely about guessing and risk-taking. WL just seems to me like a last-ditch effort to make up for the fact his stance transitions are so unsafe.
 
A lot may not agree with this, but I sort of hope Namco gets rid of WL. I only say this because I want them to move away from designing Maxi as a character almost solely about guessing and risk-taking. WL just seems to me like a last-ditch effort to make up for the fact his stance transitions are so unsafe.

I could not agree more. Either get rid of it or give better properties to the auto GI. It needs either, WAYYYY more frames for GI or GI horz and verts.

I used it very seldomly and when I do I use WL A. Other than that its not a fantastic addition to maxis stances. If it had better properties, I could see it being viable!!

Im still digging that command throw idea tho

HRD
 
I like how in SC3 BL B was a mid and FUCKING AWESOME
built in back and side step stun on CH and a fair amount of + frames on hit

move sucks though...but if it had like a :)Stance Gi. ;) A+BGi like SC4 B+KGi:)
Would love to see that as SC5: 9B replacing the Sc4 Nonsense. Only it should hit like the SC2: BL B with Guard crush and into stance:)

WL A isnt that the jumping A strike??
While Landing A????
 
I'd rather see WL gone. To me it's just a half-assed way of making up for stances sucking most of the time, and it encourages a play style that is way too guess-oriented for my tastes. I say ditch WL and improve the stances and set-ups. Something like WL shouldn't be necessary to make opponents think twice about attacking Maxi during a stance.
 
if maxi is not one of the highest risk/guess characters in the game, who shall take his place? Someone has to be the most exciting, high stakes, high risk/high reward dynamo and I cannot picture anything more impressive in that regard than nunchucks in a fighting game. Sure you can mitigate some risk in your choice of moves, but imo maxi should be most fun (and effective by design) when he starts rushing people down with loops and loop cancels. I'd be more exciting to adjust the rewards while keeping the risk high. Only problem occurs is that rewarding the offense while not allowing mashers the ability to dominate mindlessly in low level games.

I don't see playing maxi as someone who spams safe poke -> safe, tracking 2 hit string -> passively guard and weight, as much potential as someone who simultaneously threatens with enourmous CH potential from loops, hard-to-read loop cancels/transitions, and reliable evades.

That being said (puts context into my post) I agree his jumping moves as undeniably and laughable unusable. I do not like WL, but I do like the concept of having a defensive option available from all stances. A GI stance that gives you options to attack even if nothing happens imo is too safe! I'd rather it be fast enough to make practically all blocked moves that keep looping evadable to most punishes, or a taunt to build meter if the opponent doesn't trigger your aGI.
 
if maxi is not one of the highest risk/guess characters in the game, who shall take his place? Someone has to be the most exciting, high stakes, high risk/high reward dynamo and I cannot picture anything more impressive in that regard than nunchucks in a fighting game. Sure you can mitigate some risk in your choice of moves, but imo maxi should be most fun (and effective by design) when he starts rushing people down with loops and loop cancels. I'd be more exciting to adjust the rewards while keeping the risk high. Only problem occurs is that rewarding the offense while not allowing mashers the ability to dominate mindlessly in low level games.

I don't see playing maxi as someone who spams safe poke -> safe, tracking 2 hit string -> passively guard and weight, as much potential as someone who simultaneously threatens with enourmous CH potential from loops, hard-to-read loop cancels/transitions, and reliable evades.

That being said (puts context into my post) I agree his jumping moves as undeniably and laughable unusable. I do not like WL, but I do like the concept of having a defensive option available from all stances. A GI stance that gives you options to attack even if nothing happens imo is too safe! I'd rather it be fast enough to make practically all blocked moves that keep looping evadable to most punishes, or a taunt to build meter if the opponent doesn't trigger your aGI.

^THIS!!!

If they do end up getting rid of WL (which I wouldnt be totally butthurt about) I would NOT want it replaced with anything else. Rather put the emphasis on the other 5 stances and give better frames. Give me some better pokes god damn it. Or make some jumping moves actually useful!!

You know what else would be cool. If they made WS A a mid!!

HRD
 
I like WL fuck da haters

and sc3 BL B is good cause its a mid that can be used outside of point blank range something SC4 BL lacks

so now in BL you are at mid range with 2 lows but no mid to mix up with. I'm forced to test peoples anti maxi by seeing if they can block mids post PSL shifts and cycling through random bullshit gimmicks. Post 3B RO A you are outside of BL A range half the time which means you have no real 50/50
you can screw with PSL 1 RC A or PSL 3 LO BK but eventually people read those and you are reduced to using BL KK as a CH fisher post RO A so you can enforce RO As frames post cancel
GFG
 
WuHT:
Why can't there be a happy medium? Giving him a few safe non-stance pokes and NCs to help him get the stance game going won't necessarily discourage use of the stances. He'd probably need them anyway to keep mashers from interrupting his loops, as you said. If anything, the reason Maxi devolved into poke-heavy safe stuff in past games was because looping, though much better than in SC4, was still too risky in large doses. A couple of ways to make it worth the risk, IMO, is to give him decent frames during stance and give him BE stance moves with guard break or auto-GI properties.

Warui:
Or instead of bringing back old BL B they could just, you know, give BL A not-shitty range. :P
 
In SC1 and SCII, you could play Maxi in a "risky" and!! in an almost complete "risk-free" way, That´s what i liked about him back then.

Imo screw Maxi´s SCIV command list... Seriously.
 
With each new SC game Maxi has become more jumbled in his concept and the various play styles throughout the games show illuminate that issue. It is obvious that Maxi is a mostly medium risk/reward character with definite spikes of higher risk/reward decisions throughout the match and I would surely like to keep it that way. I would still want to work in order to win with him, much like Seth from SSF4 or Hwoarang from Tekken.

I'm afraid that his SC5 rendition will be too much on the flashy, brawny side and lack the mechanics of former versions that allowed him to be one of the most mentally deteriorating opponents for players to deal with.

Fortunately, with the new mechanics introduced in SC5 we can hope for a magnification of his strengths with usage of meter not just solely for "Stronger" versions of attacks but actions that highlight his overall play style. I think if the developers can establish a way Maxi can use meter for better cancels, frame traps and mixups it will be a step in the right direction in my eyes.

Practically I would want these things, I'm not totally aware if these were brought up yet btw:
-A throw from his stances. Doesn't have to be all of them but there are stances where the opponent has pretty much NO FEAR and can block without consequence. RC comes to mind, so does LI. But imagine if RC K was not only slightly sped up (which it should be) and throw cancellable like Dragonov from T6, or if his LI stance had a slightly slower throw (i17?) embedded. The goal would be to take the stances with no reason to duck and give them one.

-Easier access to his better stances while looping. His LI B cancel for example has got to be the most annoying and unproductive transitions in SC4, but if given a better door to RO or LO it could be potentially threatening. I haven't given too much thought on how the mechanics of this would work or look like but this was definitely a tedium all Maxi players had to deal with.

-Better initiators. I'm not asking for a Xianghuaesque type character that can throw out whatever move she wants with pretty much no consequence but at high level play Maxi starts his offence with typically the same few moves, and those moves don't exactly have the safest or deadliest transitions. 4B, BB, 6A come to mind.

I wouldn't want to Nerf Maxi too much as he wasn't much of a problem in SC4 anyway, but to be fair I guess I'd have to say his guard crush game was a little crazy. But I'd trade it for Voldo's ability to dissolve Soul Gauge anyday =).
 
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