Yeah, I've been going through Maxi's CF game. Broke it down into this long ass list of moves in a couple different degrees of practical. I only included moves that break in 20 hits or less, and that I thought were at least half decent.
I learned a few new things in the process. The two main things are (1:That moves that seem to differ only in input, can actually be different in SG damage (2: Some moves do considerably less SG damage when used as close as possible - I have examples of both in this list.
Practical
2B 20 hits
Does little to health, and the SG damage isn't impressive, but Maxi is in a decent position whether it hits or it's blocked. So I think with it's range, and speed it's pretty damn fine move. The bit of space it creates can be useful too.
33_99A 20 hits
One of Maxi's best tools to deal with step. On hit you can combo A+Bg for 33 damage, or if your opponent techs you could land an easy 66A tech trap. On block it's only -5 so you have a lot of viable options. The chip damage to the SG, and ability to RO are just nice bonuses.
4B 20 hits
Maxi's +7 into LO cake, with SG damage icing.
44AB 14-21 hits (Varies greatly, the closer you are, the less SG damage it does)
Really solid all around, good on hit, decent on block. Plus it's a TC.
9K 14 Hits (7K is 20 hits, and 8K is 16 hits)
Slow TJ. Too slow to punish a lot of quicker lows, but still worth throwing around. On hit it's 67 guaranteed damage, with good follow up options. On block I don't think it's any worse than -7, plus it causes a force crouch, and deals respectable SG damage.
1B 13 hits (close range it's 15 hits)
Quick, defensive TC. Useful shit.
LI B 13 hits / 10 hits
Evasive, powerful, sexy. Need I say more? Well it has more options than you can shake a stick at, and when a opponent isn't dealing with it well it's hard not to have a good time.
44K 11 hits (11_77k 12 hits)
Slow powerful attack, with decent range. Good when a opponent expects a quick attack. On hit it's 59 guaranteed, and on block it's -7 with force crouch.
66B+K 8 hits (10 hits at close range)
Simple, and effective. -12 on block though. So it's best used from tip range to avoid punishments, and mix-ups.
Fairly Practical
33_99K 20 hits
Good advantage on hit, and very safe on block. It's range, and speed are decent too. RO's, and wall splats on Ch. It's a solid move, it just hasn't ever seemed particularly useful to me.
66Bg 20 hits
Combos with 236A for 49 damage on hit. Bit unsafe on block. Compliments 66B well.
4AB 14 hits (close range it's 16 hits)
A little risky, but it tends to work well with 4AB4, and 4ABg.
3B 13 hits
Good move on hit, and CH. But of course on block it gets a bit tricky. Really useful against some characters/players, much less so in other match-ups.
22_88B 13 hits
Another move that's only good in certain match-ups. The push-out really saves this move from being all that punishable, but there are moves that can hurt. If a opponent doesn't have a good answer for it though I like to throw it out a good bit.
66K 12 hits
It's an all right move. The slight disadvantage on block, and the SG damage are probably it's best qualities. Just too bad it's an i25 high.
33_99B 10 hits
Great move on hit, and Ch. But I hate seeing it blocked, even though it's not all that risky. The way I see it on block you can take a risky gamble to get out of possible minor punishment. Or take the possible punishment, and then probably have to deal with disadvantage. But, eh, it usually isn't as bad as it plays out in my head. lol
66B 10 hits
Solid move. Could always go through with Maxi's LO options on unsuspecting opponents. Used with 66Bg it can work pretty well.
44B 10 hits
I like it on hit, and when blocked at range, but it's just too slow, and easy to step sometimes.
4ABg 8hits (10 at close range)
I don't remember this move doing so much SG damage... But, yeah, mix up with it's other versions to minimize the risk, and make the move more effective.
Barely Practical
88A 20 hits
It's a good move, with a little SG damage. But it's slightly punishable, so I only throw it out when I think it will hit.
4A 15-20 hits (Varies, the closer you are, the less SG damage it does)
Surprising range, and SG damage, but it is a bit of a risky mix-up starter. I think it's worth using, but not good enough to rely on.
A+Bg 15 hits
Solid move on hit. Not great on block if your opponent knows what to interrupt with, but if they don't...
RO B 13 hits
I'm not really a fan of this move. It okay on hit, and okay on block if it's done from tip range. Problem is there are not often good chances to preform this move from tip range. And it's not something I'd bother looping into.
11_77B 10 hits
Nice when used as a surprise move. But it's easy to punish unless it's blocked at tip range. So I just need to find a way to get people that far away from me, stand still, and block.
Special cases
B+K 13 hits (B+KB 10hits, B+KBB 8hits, B+KBBB 7hits, B+KBBBA -7hits)
*All numbers for this move assume all hits connected. Which will not usually happen on block unless your opponent is pinned against something.*
First off, I don't think it makes any sense to use B+K if you can't do the whole string. But if you can then it's a great way to pressure your opponent. Just throwing it out fairly often, and hit confirming at B+K can work well since it's safe, and it deals most the SG damage. Every blocked hit after B+K is punishable, but that obviously can be dealt with by stopping the string at different points, and sometimes going all the way through.
236K 16-18 hits
I'm still messing with this move. The 2nd hit, and 3rd hit cancels do a surprising amount of SG damage. But I haven't been able to get consistent results, and I really don't even have a good idea of what's causing the differences yet.
So, yeah, if you know what's up with 236K I'd like to know too.