Maxi Post Patch Discussion

You can still buffer 8wr moves out of step right? Like if I want to do a 11 move while running forward I just 66 run up to them then go 6321 B...

same if your sidestepping and want to do a 66 move you do 2 hold and then roll to 6...

Is this what you mean or are you talking about something else?

Or are you talking about the step you usually have to take to use an 8wr move...
SC 1-3, you could buffer an 8wr move any time. Load it up during an attack, guarding etc.

I think the only reason Namco is keeping the lid on that now is because that's where the 2G and VC stuff came from.
 
SC 1-3, you could buffer an 8wr move any time. Load it up during an attack, guarding etc.

I think the only reason Namco is keeping the lid on that now is because that's where the 2G and VC stuff came from.

Hmm oh ok... I played one and two alotttt and never really noticed this but was probably doing it without noticing... 3 can goto hell ;) haha

Cheer up Maxi players! Hes still good... though the aGI thing really does piss me off LOL wtf aGI to CE was so sexx :(
 
So they cut the damage down from the first hit in RC AB, but boosted the second hit? Doesn't this exclusively nerf the BE version, since the first A is hitting for less? Or is there some other reason for this?

Looks to me like 44B actually got a damage buff. Just from a quick glance, it looks like the 44B RO B RC AB string got a damage boost, didn't it? Even if by a few points?
 
Left is patched, right pre-patch.

3B 6A+B BE LO B : 58 / 65
6A+B BE LI A : 61 / 66
6A+B BE LI A BE : 77 / 93
Ch 1B RO AK : 58 / 61
Ch 6A RO AK : 49 / 61
WS B+K 2KB : 59 / 66
WS B+K BL KK : 66 / 74
WS B+K BL K BE : 77 / 85
Ch 22A, LI K, A+B : 64 / 81
Ch 22A, LI K, A+B~g, RC A B : 73 / 87
Ch 22A, LI K, A+B~g, RC A BE, LI A : 86 / 102
Ch 22A, LI K, A+B~g, RC A BE, LI A BE : 94 / 116
Ch 22A, LI K, CE : 95 / 104
Ch 22A, LI K, 6A+B BE, LI A : 83 / 97
Ch 22A, LI K, 6A+B BE, LI A BE : 94 / 115
44B, RO B, RC A B : 74 / 71
44B, RO B, RCA BE, LI A : 91 / 90
44B, RO B, RCA BE, LI A BE : 100 / 105
Ch LO BK : 60 / 58
Ch LO B, RC A B : 59 / 68
Ch LO B, RC A BE, LI A : 77 / 87
Ch LO B, RC A BE, LI A BE : 88 / 104
66B PSL2 BL K BE : 83 / 87
66B LI A : 63 / 67
66B LI A BE : 75 / 87


--
Ch 1B RO AK !w A+B !w 4B LO B, RC A BE, LI A BE : 155 / 179
 
Also note that the nerf on damage is bigger than the numbers show due to the clean hit rate nerf on LI A / LI A:BE.
 
Wow Saitoh you actually shed some light on the situation. Maxi really doesn't seem half as bad as I thought he'd be.

Im just happy they didnt nerf his BL BB, BL KK, or BL K BE. BL is probably my favorite/most used stance with him.
 
Yeah, he didn't take that big of a hit on damage, really. What really needs to be looked at is how much the backstep nerf affects him.
 
saitoh, are you getting those numbers through play or did you do the math? if you're getting them through play (ie you have the patch early) could you give us some feedback on the non-damage-based changes like 4B pushout, RC AB safety, and WL?
 
Originally I was going to wait until I played maxi for a bit post patch prior to posting but as I mull it over two of the changes frustrate me...LI A is now a vertical unless you use BE, that's just silly...inherently it is a horizontal because it's an A...that's why it's an A, because its' inherent property is horizontal which is why its an A. I fail to see why they would change it but c'est la vie, but the most agitating of the changes would be to his aGI, granted his aGI is phenomenal I mean I would pull that off at least twice per round in a match, his aGI was one of the best in the game (lexia,xiba, algol, and pat may be able to argue otherwise as their aGI function like a dream as well), but to remove the stun and make the recovery longer if you whiff is preposterous he's the only character I know or have played that has an automated animation after the GI and it does crap damage the icing was 66b+k during the stun after the GI now they took the stun out and made it riskier to do or even consider doing because if you whiff you'll stand there knowing full well you're about to eat damage that rivals the brutality of Conan the barbarian. I really dislike the change to the aGI, the damage nerf I can understand, after all edge master made him hit the gym pretty hard since he gained all that weight in solid muscle which was evident in his damage, so no complaints there. End rant I guess the aGI is his worst change.
 
I wonder if having his damage reduced everywhere will make his B+K JF more important.

I've actually been working on throwing this out more the last few days. I do think its going to be more important because you are gonna want to start saving your meter to keep the fear of LI A BE after things like 22A or 6A+B BE. The move itself generates a good amount of meter on block and hit.

Overall, I'm starting to come to terms with some of these changes. I guess the damage nerf isn't THAT bad. I need to see how the nerfs affected other characters.

- I really hope when they say the aGI stun has been removed, it just means you cant land the super. If they took long enough to recover that you could still land 66B or maybe a 3B, i wouldn't be upset at all really. But if all we get is 26 damage and more unsafety, this move is gonna be almost terrible.
- The 4B pushout nerf is a mixed bag I guess, but I still don't like it. The good side is that you get more safety after 4BB on block from closer range. The bad side is you lose range on your 4BB combo and it may be easier for people to back-step away from your 4B mix-ups from mid-range.





RC AB is already easy to HIT confirm. We still don't know if it's unsafe on block. Even if it is, you won't just throw it away.
.

Maybe I just suck, but I don't think RC AB is easy to hit confirm at all. Its much harder to hit confirm than CH 6A or 44B. I'd say the window is similar to confirming LO B after 4B. Seriously, go into practice, set the opponents guard to random, and try to land the combo every time RC A lands while you just block after RC A gets guarded. Make sure to check if the RC AB registered as a true combo because i often end up hitting B too late and it doesn't combo. If you can get this consistently, your reactions are far better than mine.
 
You can still combo 66B after the aGI... it appears that you can't combo 2K,B though because the opponent may be too far oO
I didn't tested that myself

Maybe I just suck, but I don't think RC AB is easy to hit confirm at all. Its much harder to hit confirm than CH 6A or 44B. I'd say the window is similar to confirming LO B after 4B. Seriously, go into practice, set the opponents guard to random, and try to land the combo every time RC A lands while you just block after RC A gets guarded. Make sure to check if the RC AB registered as a true combo because i often end up hitting B too late and it doesn't combo. If you can get this consistently, your reactions are far better than mine.

If you want to have a better hit confirm on RC A B, you should try to look carefully, not to see if the RC A actually hit, but to see if the RC A WILL hit. That make it much much easier to confirm
Basically if during the start up of RC A you see that your opponent is in guard stance, the RC A will not connect because it's very unlikely that he will drop the guard at the last second. If you opponent is in any other posture than his guard, mash that B :P

Trying to confirm it directly from a dummy in random guard is hard, yeah
But I manage to confirm my RC A in actual match, using this method


...inherently it is a horizontal because it's an A...that's why it's an A, because its' inherent property is horizontal which is why its an A.

I don't get this logic... if you really need the A button to be horizontal... well maybe they should put the LI A move on LI 6B and the A button will be useless. That should do it, no ? it's on the B button so it can be vertical now ? :P
It's just a button :)


btw the game seems to be patched on PS3
 
that isn't hit confirming though, thats making a late guess. It wont help if someone starts thinking about attacking at the last second or stepping.

And no, this game is not patched yet. Not in the US at least.
 
Well that's they way a lot of people are hit confirming, trust me
It's like hit confirming an overhead on a 2D fighter, you don't look if the move actually hit, you watch if your opponent is still crouched during the animation of your overhead

Of course it may make you miss some hit confirm, but it helps a lot. And it's better to miss a confirm by not throwing out the follow up on hit than to miss a confirm by throwing it out on the guard because you thought in your deep heart that it will hit. Safety first :P

Try it, you'll see it's not just a guess but a 95% success


When I was trying to improve myself on 2D fighters, I had a hard time with hit confirming.
And I was doing the same training as you do : random guard on dummy... but I still couldn't manage some hit confirming that my opponents could do easily... until some of them told me to try to hit confirm like this.
I had a really hard time believing them at the beginning, but after some weeks of training it became really helpful

But training on the dummy on random guard is still helpful and important, in fact my dummy is always on random guard (except when I need to try a very specific setup :p)
 
i mean thats pretty much what i already do, but its still not a true hit confirm. And I wouldn't say that comes up as a 95% success rate. People do stuff late more often then you think.

This is different than 44B or CH 6A, which actually can be trained to follow-up only after actually seeing the hit land.
 
Ah, I know about true hit confirm... believe me it's the one thing I love so much on 2D fighter (and I miss so much on soulcalibur).
I think that I am able to confirm some very hard stuff now :D
Still not good enough though !
 
Game is patched on the EU PSN, that's how I did the combo damage test, with my Xbox un-patched and the PS3 patched.
 
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