Pre-Launch SC5 Maxi vids

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Yeah, and then you eat a wake up critical edge due to the horrible recovery of the move even on hit or block. 236A should never be used...EVER!. -_-

@Hot: yes it does, I didn't get punished once even though it looks slow as hell.

sweet. RO KK still chargeable? did it get back some tracking at all?
 
How's 22B as a tech trap in this game?

Also, is 4B+K still the same as SC4? Is it still quickly cancelable? Haven't seen anyone using it in any of the matches I've seen.
 
How's 22B as a tech trap in this game?

Also, is 4B+K still the same as SC4? Is it still quickly cancelable? Haven't seen anyone using it in any of the matches I've seen.

Yeah 4B+K is still the same, it's my favorite unblockable feint since SC1 lol. Didn't try out 22B though. I don't like the fact that Maxi lost the charge ability on RO KK and lost SC4 RO KA. Still want to get the game at home so I can go through the entire movelist.
 
22B is old 11B the one where he leans back and flips the nunchuk over his head. The long reaching move. It will probably catch back techers but I never used it during wake-up to see what it would do.
 
Yeah, I meant the old 22B from SC4. I liked the way the moved looked, but I just never used it very often because it always felt unsafe. Maybe if you could quickly cancel the move if they roll away and try to attack it would be better. I guess I'm just trying to save a useless move.

I suppose I like having 22B be the new input for 11B. I also like the GC that they added, it'll lead to more damage on the guard gauge, won't it? Maxi seems to be one of the best characters so far for getting a guard break, and with his huge combos and the fact he builds up so much meter leads to some serious damage.

I think what Krayzie meant was the delay on the second kick for RO KK. I'm sad to see that one go. I used it a lot to juggle and catch people without the delay. I'm going to miss all the CH I got with that kick. Is the move still usable or does the loss of the delayed kick make the move whiff a lot/get you punished?

Yeah, I'm new to the forum and new to getting competitive for SC. I was watching the streams and kept seeing Barry on there, and I loved watching your matches because you seemed to know Maxi really well and you showed a lot of his moves. Nice to see you posting all that stuff up here. Thanks for the show.
 
@Terrible: It's my pleasure. After NEC & SCR based on the time I've had with the game, I have faith that the SCV iteration of Maxi can finally compete at high levels and not have to poke for damage. It was really disappointing with SCIII and SCIV that you could just 2A him out of everything and shut him down. It's been a long 11 years and Maxi players have been given the justice and ultimate satisfaction that they so rightfully deserve!.

Oh yes the old SCIV 11B is now the 22_88B in SCV.

This move is going to be key to forcing people who space to engage with you in Maxi's range. The guard crush capabilities it has will allow you enough time to safely cancel the RC transition. Also if you're being spaced make sure that when you use it that it hits at its maximum range. After you get your opponents guard meter to start blinking it's going to change how offensive and defensive they play "REALLY QUICK".

This is when things start to go in your favor where opponent falls into your trap and engages Maxi within "his" range. Crush the guard then lay on a CH 44B->RO,B->RC,A (BE) B->LI (BE) A for 50% damage. After such a devastating combo it will definitely change they way the opponent thinks about spacing. Hell.... 88_22B saved my ass in that Exhibition match against Xiba on the stream.
 
The only thing I can make note of about Maxi, is what I said at the beginning. His strings don't move him as forward as they used to. So to avoid whiffing out of range. You have to step in a lot more to keep his strings in range.

Is that CD's pretty Maxi on the front page...looks familiar?
 
Yeah, and then you eat a wake up critical edge due to the horrible recovery of the move even on hit or block. 236A should never be used...EVER!. -_-


In that string... pat was still sliding back from the Fly Kick... sure the 66B was Nc with that combo but opponents forced to tech roll. hell 66A+B would hit for more damage.
Ill Take My chances on 236 A with BB 2A Sophita Family wake up game and trap with Waving Lights.;)
Maxis Low options are lacking in this version.. 3A+K 236 A, BL K, new LO K New 1A stupidity... really give me back my range and RcB

Whatever im craving some SCV
 
In that string... pat was still sliding back from the Fly Kick... sure the 66B was Nc with that combo but opponents forced to tech roll. hell 66A+B would hit for more damage.
Ill Take My chance with BB 2A Sophita Family wake up game and trap with Waving Lights.;)
Maxis Low options are lacking in this version.. 3A+K 236 A, BL K, new LO K New 1A stupidity... really give me back my range and RcB

Whatever im craving some SCV

Quoted by Idlemind in another thread, but it makes sense here to.
Specially for you Dustbuster. Cause you have trouble understanding things. Or we have trouble understanding you. Whatevs

The traditional mixup vector: i.e. Mid or Low, is not the mixup vector encouraged by the game. The mixup vectors that are encouraged work as follows:

Verticals give strong frames, damage, and guard gauge damage. Standing still get's you beaten up one way or another.
Step-G took a huge nerf, meaning Horizontals now are useful. Because people will not want to stand still because of the aforementioned Vert properties above, but Horizontals give good step-catch rewards. Throws also encourage people to be "doing things" because of throw chip.

Looking at this equation, when do you generally have time to just M/L mixup someone, that there isn't a better option in some way? Hence, lows are changing because their traditional place in the mixup hierarchy is lost.

Source: Utoh, and everyone to ever play the game at playtests for any given length of time.


Basically it says that SCV no longer revolves around your precious lows. There are bigger and better things to be worried about.

Maxi still has 3A+K, 236 A (which was never good...EVER, I dunno why your so butthurt bout it) etc. Deal with it!!

HRD
 
@Barry: does SCV44B touch or even hit ground opponents like maybe 3B on neutral, non rollin grounded opponents or does it just whiff.

@soak: your vid just proved to me that SCV Rc B should now only be used as a chaser on grounded opponents without that SC4guardcrush its junk.
And i also saw Li K hit and 4B,B,K miss completely.. so is the follow up to Li K only CE and/or do:
A+Bg, RC A B(BE) Li A
44B, Ro B, RC A B(BE) Li A

Anyhow back to that Combo: 3B, 6A+B(BE), BL K(BE). I think someone posted that it was escapeable. or is it guranteed so i dont need a Chaser: 3B, 6A+B(BE), psl2 Rc B for tech wakeup, Maybe

match@6:10 WAving Lights can do that:)
WOW Weeee

 
I"m really hating RC B to be honest. They should've given us back the old 236B like RC B if they really didn't wanna give the SC4 GB one.

LI B looks linear now. I'm kinda irked about Maxi's tracking, he's not a horizontal guy. We'll see how that pans out.
 
@Barry: does SCV44B touch or even hit ground opponents like maybe 3B on neutral, non rollin grounded opponents or does it just whiff.

@soak: your vid just proved to me that SCV Rc B should now only be used as a chaser on grounded opponents without that SC4guardcrush its junk.
And i also saw Li K hit and 4B,B,K miss completely.. so is the follow up to Li K only CE and/or do:
A+Bg, RC A B(BE) Li A
44B, Ro B, RC A B(BE) Li A

Anyhow back to that Combo: 3B, 6A+B(BE), BL K(BE). I think someone posted that it was escapeable. or is it guranteed so i dont need a Chaser: 3B, 6A+B(BE), psl2 Rc B for tech wakeup, Maybe

Yes 44B does hit grounded and 3B does not.

Only 4B,B is guaranteed after a CH LI,K. The K in the 4,B,B,K sting will whiff as it's not like SCIV. Even still this is axis dependent where only the 4B will hit and everything else can whiff. But why wold you do that when A+B~G->RC,A,(BE) B->LI,(BE) A is all guaranteed. I don't think you'll have enough time to connect a 44B as it appears the start up is too slow.

The after the (BE) 6A+B->LI for the 3B combo it looks like you have to PSL2 to BL as LI does not transition to a neutral BL as we are normally used to. I lost count how many times I hit the K,K after a LI landed (gotta break this habit out).

RC B should never be used at all just like 236A. It invites a free critical edge attempt as the recovery to RC is super slow compared to a neutral shift after using 4B.
 
Yeah, I'm pretty sure all or most of those RC Bs were dropped RC A,Bs haha

I found myself remembering stuff mid-string and then doing the commands too late, so that's why you might see some random shit flying out. Other than that, I just wanted to test things out every so often because we only had two setups.

Here's another vid of me playing against AkuSokuZan's Natsu:

Nothing special, really, but you can see at 3:27 that 6A+B has a shitload of tech crouch frames.

I also really like LI K. Gives a ton of frames on block and it's decently fast so I don't foresee it getting ducked on reaction often.
 
I"m really hating RC B to be honest. They should've given us back the old 236B like RC B if they really didn't wanna give the SC4 GB one.

LI B looks linear now. I'm kinda irked about Maxi's tracking, he's not a horizontal guy. We'll see how that pans out.

Yes this was the one thing that TRULY irked me: LI B or LI {B} is linear as fuck now. A simple step from the opponent during the animation of LI B and it will whiff, unlike every other version of SC. Sucks, I used to like LI B in every game, now I have to get used to not doing it unless I'm anticipating someone using a high move after I enter the stance.
 
Verticals in general are very vulnerable to quick step in SC5. It's part of the general theory of the game. You really have to force the opponent to sit still. Maxi does have good horizontal options though: 6A RO AK is NCC; 44A is a safe (I think; haven't fully tested) horizontal mid that knocks down; 22A on counter hit leads to big damage from LI, etc.
 
Verticals in general are very vulnerable to quick step in SC5. It's part of the general theory of the game. You really have to force the opponent to sit still. Maxi does have good horizontal options though: 6A RO AK is NCC; 44A is a safe (I think; haven't fully tested) horizontal mid that knocks down; 22A on counter hit leads to big damage from LI, etc.

Wasn't even quick step though, just any movement made LI B whiff. LI B used to be a tracking mid in all the previous versions, even SC2 where you could step EVERYTHING.

Hmmm, I never thought of this or even tried this move during my few games of SC5, but I wonder if WS B+K (I think that's the notation for old LI B) still has the tracking, since that IS old LI B?
 
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