Maxi General Q&A

JG does indeed vary from move to move. I think if you JG something like Maxi's RO A[K] it wouldn't give you adv, because that kick gives adv on block. What will happen imo, is Maxi's adv and guardbar damage will be nullified. Barely safe moves will become unsafe, and unsafe moves will become very unsafe i suppose. RC AB seems safe but some good negative frames, so JGing it might actually give opponent some free stuff.

BTW these are all assumptions I'm making from what I understand about the mechanics thus far
 
And you may gain meter from it.

I couldn't say for sure because I only performed JG once and that was an accident. The Monitors were too laggy for me to test it out.
 
Stop being worried about JG folks. You need to remind yourselves that there is a small window where you can JG moves. Now if people are JG'ing all of your obvious stings then delay them to screw up their timing. You can cut the [K] in the 1B,A->RO series short to throw their timing off. This also applies to the B in RC A,B. To further throw them off even more, BE it and follow up with an immediate LI A which will probably land on CH for good damage due to the obvious punish attempt. Do not look at where you're going to be punished, but rather as to what your alternatives are.
 
I for one wasn't worried about it but I think the guard break on the BE RC AB wasn't enough to stop Zwei from using his 3B launcher after the JG. I think. It has been awhile since I saw that video of that stream.
 
Stop being worried about JG folks. You need to remind yourselves that there is a small window where you can JG moves. Now if people are JG'ing all of your obvious stings then delay them to screw up their timing. You can cut the [K] in the 1B,A->RO series short to throw their timing off. This also applies to the B in RC A,B. To further throw them off even more, BE it and follow up with an immediate LI A which will probably land on CH for good damage due to the obvious punish attempt. Do not look at where you're going to be punished, but rather as to what your alternatives are.

I'm not worried about being JGed, I'm actually trying to look for spots where I can use it. I was thinking of the Maxi 1B,A, fully charged K as an example of one where it would be one specific timing that I could maybe master. Of course I know Maxi can let go of the kick early to throw off timing but then he wouldn't gain advantage on block and that's where the mind games start. I'm just thinking of the implications, not panicking about it. And of course we still don't know how effective it will be. No one has had time to master it, besides the Devs lol. We'll just have to wait and see.
 
It looks like JGs remove all blockstun and replace it with a canned "successful JG" animation. Since the +/- block frames of a move is their recovery period minus the move's blockstun, moves that rely on high blockstun to make their long recovery safe (or even advantage) will likely have the most drastic effects from getting JG'd.

I expect GBs, which generally have long blockstun and recovery, to be very unsafe to JG.

Another thing to note, it looks like if you get hit during the blue JG animation, you will automatically JG the next hit. At NEC they said that for attacks that are close together, you automatically JG the rest of the hits if you JG the first one, so I'm just guessing that's how they decide what moves are "close together."
 
there was a particular match where I think it was Saitoh was fighting Pantocrator, and Panta Had JG'd Maxis B+K BBBA. He JG'd the first one and it automatically JG'd the rest of the series while COMPLETLY filling up his meter (sieg's meter).

Still not all that worried about it. Since it was later discovered that Panta JG'd on accident.

Im still curious if Barry or Aqua or anyone has played around with Maxi's B+K BBBA series. Im still curious about its ability to be consistant (easier to use) and is it still maxi's best punisher? Stop ignoring me gosh darn it to heck!!

HRD
 
Maxi's B+K,K,K,K is trash now and should never be used. There are better options to punish whiffed attacks for a lot more damage. It's still just as hard to execute, but it can be mashed out if you're lucky.
 
What is this B+KKKK Barry speaks of, he's gotten so old now it's a shame :)

Signia, i was thinking the exact opposite where GBs are concerned. Hmm are you sure?
 
What is this B+KKKK Barry speaks of, he's gotten so old now it's a shame :)

OH NO! my Alzheimer's has been exposed!

(Seriously I'm fine. SC3 Maxi (besides that nice quick low I think it was 2A+B) & SC4 Maxi was so much trash that It made me lose my memory)

I don't know if my long term memory has returned. It currently tells me that it was one of the original staple moves that was guaranteed after an old school LI+K, (which did massive damage) and was both flashy & rewarding.

However, reality has recently slapped me quite hard in the face as there a much better options in SCV.

R.I.P - B+K,B,B,B,A because a 2A+B->RC,A (BE) B->LI, (BE) A or CE is guaranteed for real Soviet Damage! after the new CH LI,K.
 
SC3 Maxi was NOT trash.

The fact that he has some huge 'auto combo' using meter in this game is not very appealing honestly. Is the game gonna turn out to be a bunch of Maxi players who can't be distinguished on video because they all just do that damn combo over and over much like SC4 Amy players look? I want him to have good tools, like he did in SC3. I don't want this game to turn into Tekken where it's basically players fishing for a hit with a move until they get it and then do huge damage.
 
Maxi did have a few tools in Sc3, tools to do nothing but poke. I'm not sure about anyone else on here, but I'd rather not watch a Maxi just run around the stage running the clock down while using:

1K,
2A,
BA[K] (1B,A in this iteration of the game),
236B for a long range whiffs
6A+B
BB
4B,B (unsafe in every iteration besides 5 (but quick stepable)
PSL3 for RO,LO,RC, and LI transitions which usually go punished

The last time anyone was talking about a Maxi that "looked" good it was Sypder from Singapore back in SC2 in 2000 (11 years ago). Krayzie you can't honestly tell me you don't like the changes you seen so far. Adding the meter to the game gave it more depth if anything else. You can't just throw out Brave Edge moves all the time, it's uses 50% of the meter and it's not easy to keep on building meter (of course if you learn of JG almost everything. Take B+K,B,B,B,A it's a perfect example from that French video ROFL!) trust me I played this game longer than anyone before release.

Namco wants as many people as possible playing the game, so it's not common to see them water down some of the characters which were in their opinion were a little too technical (Ivy being another example). I agree that it sucks that there are some things that are now gone which were essential in past iterations of the game. However, no one likes change, and that's why in time all Maxi players will have to learn to accept them and move on.

Play the game first before you decide on how you honestly feel about the changes.

In my opinion it's the fair thing to do.
 
Maxi did have a few tools in Sc3, tools to do nothing but poke.

Pokes set up the stance game. We've heard it plenty before, but didn't realize just how bad you need those pokes until SC4 came along where he had hardly any. SC3 enforced respect for the stances the most IMO, no one wanted to fuck with B, CH RO B as it guaranteed the full RO BBK string for 85 damage. Just one example but yeah.

I'm not sure about anyone else on here, but I'd rather not watch a Maxi just run around the stage running the clock down while using:

1K,
2A,
BA[K] (1B,A in this iteration of the game),
236B for a long range whiffs
6A+B
BB
4B,B (unsafe in every iteration besides 5 (but quick stepable)
PSL3 for RO,LO,RC, and LI transitions which usually go punished

You mostly named tools from SC2 actually. SC3 6A+B wasn't too good and 236B wasn't in SC3, it was actually RC B that performed that move (lol). People who had any success with Maxi in SC2 were also pretty poke heavy themselves, Spyder being one of the few exceptions. SC3 was poke heavy also I'll admit, but in no way did you have to run around running down the clock. If you know me, you know I like to play rushing people down, that's why I had most success with pit bull Maxi and the rush down queen Taki.

Play the game first before you decide on how you honestly feel about the changes.

In my opinion it's the fair thing to do.

Well no shit, lol. Did you think I had already made up my mind, even though I haven't played the game and only have videos to go on? I'm excited as hell to try out the new system and see how all the changes affect the game play. I simply stated that I hoped they didn't turn Maxi into a brainless character just fishing for one big combo kinda like SC4 Amy players.
 
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I like where this discussion is going.

I neither wish for a boring safe poking maxi and on the other end do not want an equally boring 1 giant combo fishing.

Was there ever a maxi that had high damage basic combos, but also had the option to sacrifice the guarnateed damage of an ender to be able to continue a string for further mixup/guard gauge/soul gauge pressure successfully ?
 
Maxi seems to have more dangerous tools this time around, as opposed to just annoying ones, so I think that could actually enable more creativity, not less. Fishing for big damage won't be as easy once people have gotten familiar with how Maxi works, so more than likely we'll have to figure out how to incorporate the rest of his options.
 
If you people don´t want a Maxi with an almost brainless and high damage-dealing move, then prepare to be dissapointed... I don´t want a Maxi like that either to be honest.
 
I'm taking most things at face value right now. I'll find a way to differentiate my Maxi and still do damage....after all I'm no tourney player anymore
 
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