This is a waste of time. It's like you're choosing to ignore the facts set out infront of you...or maybe you can't analyze the information properly.
It's in the game, deal with it.
Lol. You come in here with an extremely limited knowledge of how Maxi actually plays against competent players and yet you just keep saying, "its ok, its ok, you guys don't know what you're talking about". You throw out absurd reasons why it will be fine and then when you get those ideas shot down you just say that people don't know how to analyze things.
I would love to play your Maxi, i'm sure I would wipe the floor with you. I played Maxi through the entire lifespan of this game, and against good players that actually know how to punish Maxi. I really do know what I'm talking about and these are legitimate concerns.
Now you can say this is pointless because jG is going to be in the game no matter what. This is partially true. jG is most definitely going to be in the game, but voicing our concerns is not pointless. The developers can still take measures to ensure that our fears don't come true. According to Kayane's demo review, the Maxi in that game still seemed pretty much the same as before. That could mean that SCV Maxi is still a work in progress. Hopefully someone at the development team will see this thread and take these concerns into consideration when they are doing the final balance touches on Maxi.
There are still some ways that these weaknesses can be avoided:
1) They could up soul gauge damage so that he is a gauge damage type character. As I said before, i doubt this will be the solution due to balance issues at lower level play.
2) Make his damage really high. Again, balance issues at lower level play so probably not.
3) Give him a lot more safe exits out of stance moves. If his key stance moves had enough frame advantage or the jG effect was small enough that jG did not allow a free punish. This is hopefully the case.
4) Give Maxi more built in follow-ups on stance moves (similar to RO AK) so that opponents will not be able to attack right after a jG without risk of eating a follow-up. This is also a reasonable solution that should not affect lower level play.
Jag, I really think JG is more risky than people assume. I said that already in another thread but you'll have to RELEASE the G button to attempt a JG most of the time. That simple fact alone mean that the "JG is no risk" trend I see on 8wayrun is probably wrong.
Also, assuming that a JG attempt will always end with early block or JG is overestimating players reaction. Sometimes they will block too late and take a hit.
Thats weird. From my understanding (and seemingly everyone else's), you DO NOT have to release G to attempt jG most of the time. Unless you just mean that you have to release G before you attempt to jG the second hit of a string (which is obvious). If thats what you're talking about, there is plenty of time to block between stances, even the fast ones. Faster transitions doesn't really help either. Its still just going to a option select type situation, the option select will just happen earlier.