Maxi frame data

aerone

[08] Mercenary
I'm compiling Maxi's new frame data based on 8wayrun wiki template. Enjoy! But not finished yet... especially stance transition.

Also marked with font color, changes from SCIV.
I don't have SCIV just mark based on wiki.

10/06: Most block data for Horizontal attacks
Blockable data (safety)

Don't forget to DL attachment View attachment 2266
Need feeback~!

PSL3: aGI Impact High, mid Horizontal B /K
aGI windows seems to a cycle of 14 frames (8 frames GI and 6 frames no GI)
4B-PSL3 on hit will JI at i10 (Taki's A) , guard impact end at i17.
i18-23 will not GI hori.
i24 (Yun's A+K) will JI again.

Assuming WL i10~22 than we can get stance dis/adv:

A i13
dmg 10
grd -7
hit -1
CH +3

AA i13
dmg 10+12
grd +1
Blockable: i13

aK i21
dmg 12+16
Grd +4
Blockable: i22
B/ PSL3: i22
NC, 2nd hit CH Stun

6A i15
dmg 22
NCC to RO A
Grd -1
Blockable: i15
B/PSL3: i9~16
NCC to RO A

3A i19
dmg 20
Grd -7
Blockable : i9
B/PSL3: i15
CH SHK

3aG i19
dmg 20
grd -8
Blockable: i9
hit +2
CH SHK

2A i14
dmg 10
grd -6
hit +4
CH +8

1A i30
dmg 22
grd -11
hit +3
CH +3
on hit leaves oppoent BT

4A i22
dmg 20
grd -4
Blockable: i19
B/PSL3 : i19
B/WL: i14-26

4AB i22
dmg 20+35
Grd -4
Blockable: i30
WAS IT HIGH MID IN SCIV? NOW IS HIGH HIGH.

4AbG i22
dmg 20+25
grd -14
on hit combos to 2B+K.B for additional 24 dmg

236A i27
dmg 10+10+10+10
grd -16
Blockable: i23
hit -7
In SCIV Maxi's can punish this with 6A+B? WL now save him.

FC A i13
dmg 12
grd -6
hit +4
CH +8

FC 3A / 3AA i27
dmg 8 / 8+8
grd -24
Blockable i37 >,<

FC 3AAA i27
dmg 8+8+8
grd -18
Blockable i32

FC 1A i30
dmg 22
grd -14
Blockable i14
hit +2
CH +2
on hit leaves opponet FC

FC 1AB i30
dmg 22+30
grd -1

WR A i16
dmg 35
grd -12


WR aG i16
dmg 30
grd -23 (eat i22 or faster)
leaves Maxi BT on block

B i16
dmg 14
grd -6
hit 0
CH +2

BB i16
dmg 14+18

6B i17
dmg 12
grd -17 (eat i16 or faster)
hit -5
CH -5

6BB i17
dmg 12+13
grd -15 (eat i14 or faster)
hit -3
CH -3

6BBB i17
dmg 12+13+40
grd -31 (eat i30 or faster)
CH leaves crouching opponent stand up to take full damage

6B: B: B
dmg 12+13+40
grd -19 (eat i18 or faster)
CH leaves crouching opponent stand up to take full damage

3B i18
dmg 24
CH LNC
NC to RO A for additional 18 dmg

2B i16
dmg 16
grd -8
hit +2
CH +2

1B i15
dmg 24
grd -9
hit 0
CH 0

4B i18
dmg 16
B/PSL3: i20 (animation can be deceiving)
H/PSL3: i10~17
NC to LO B for additional 20 dmg

236bG i25
dmg 10+10+10
grd -22 (eat i21 or faster)
hit -7
CH -7

FC B
dmg 18
grd -8
hit +2
CH +2

WR B
i15

K i13
dmg 14
grd -7
hit +2
CH +2

6K i19
dmg 22
grd -6

3K i15
dmg 18
grd -8
hit +3
CH +3

2K i21
dmg 16
grd -16 (eat i16 or faster)-weird
hit -4
CH -4

2KB i21
dmg 16+20

2KK i21
dmg 16+16
grd -14
hit +4
NCC

3K i15
dmg 12
grd -14 (eat i13 or faster)
hit -4
CH +2

4K i22
dmg 26
grd -6

236K i25
dmg 15x4

FC K i15
dmg 14
grd -14 (eat i13 or faster)
hit -4
CH +2

WR K i20
dmg 20
grd -13 (eat -12 or faster)

WR KK i20
dmg 20+30
grd 0
NC only to standing opponent for 42 dmg

A+B : i16
dmg:20+35
Blockable: i21
CH: KND

a+bG
dmg; 20

6A+B: i18
dmg:35

6a+bG : i18
dmg:30
grd: -22
Blockable: 23
Can't be punished by high moves.

4A+B: i31
dmg: 14+13+4
grd:-17
Blockable :i18
NCC

4[A+B]: i50
dmg: 18+13+4
First hit GC/unblockable 2nd hit
NC

WR A+B i18
dmg: 35

WR [A+B] max i24
dmg:45

B+KBBBA : i19
dmg: 5+5+4+4+4+4+5+5+26+8
NC

B+K: B: B: BA : i19
dmg: 5+5+4+4+5+5+6+6+30+10
NC, on stun or last hit counterhit launch opponent near Maxi's back

2B+K: i22
dmg:22

2B+KB
dmg: 15+20
NC on floored opponent, no longer NC on sides

4B+K
dmg: 37+12
launch opponent near Maxi's back

BT B+K i17
dmg: 40
GB

3A+K
dmg: 18+24 ->no buff damage WTF

66A : i21
dmg: 15+20
NC

33A i20
dmg: 22

66B :i19
dmg:35

66bG :i19
dmg:30

RO AK
grd: -9
Blockable : 9/10
NCC

LO BK
grd: +2

LO K
grd: +3

WL K
grd: 0
 

Attachments

  • maxi FD.zip
    57.7 KB · Views: 350
Awesome list, I downloaded and read it. Looks awesome. Still I don't like that he mostly got damage buffs, I was hoping more on the frame or property department.

Anyway, I believe RO AK, uncharged, is at least -11 (Yoshi has punished me AA); RO A[k]5 (semicharged) is -10 or so; and fully charged it's +5. The thing is that semicharged and the completely uncharged (RO aK) are different.

Could anybody confirm this?
 
RO AK seems safe to me. Even Taki A can't punish it. But 2bA (mekki maru) can.
RO AK no charge/semi charge
grd -9 (eat i9 or faster)
after RO AK (-9) blocked then A (i13) trade hits with maxi's 2BK (i22)

RO A[K] full charge
grd +5
GB

Note that A and WR B get speed buff (even NamBan hinted with useful quick attacks lol).
Maxi don't get many speed buff, but he recover faster and safer than SCIV for sure. Check grd/hit/CH frames.

Btw TCS means Tech crouch AND side or tech crouch that so low even some mid miss?
 
RO AK seems safe to me. Even Taki A can't punish it. But 2bA (mekki maru) can.
RO AK no charge/semi charge
grd -9 (eat i9 or faster)
after RO AK (-9) blocked then A (i13) trade hits with maxi's 2BK (i22)

RO A[K] full charge
grd +5
GB

Note that A and WR B get speed buff (even NamBan hinted with useful quick attacks lol).
Maxi don't get many speed buff, but he recover faster and safer than SCIV for sure. Check grd/hit/CH frames.

Btw TCS means Tech crouch AND side or tech crouch that so low even some mid miss?

That's odd. I could sworn that I have been punished a lot after doing uncharged RO AK, at least in SCIV in PS3. Maybe they changed it. I will make sure next time I play on PS3.

Yeah, I noticed A and WR B speed buffs. WR [A+B] has been buffed as well, according to your list. It says it's 24 now. How much it was before?

As for guard or hit frames, I didn't see much blue text. But I saw a few, like nerfed 1K. (What's with that?).

As for the notes, WR A is listed as TS (i1~) or something. I didn't fully understand that.

Great job, keep it updated. Hopefully people with a PSP will help you out. =)
 
Maxi Study:
PSL3: aGI
-aGI windows seems to a cycle of 14 frames (8 frames GI and 6 frames no GI)
4B-PSL3 on hit will JI at i10 (Taki's A) , guard impact end at i17.
i18-23 will not GI hori.
i24 (Yun's A+K) will JI again.
This is most likely the reason behind random GI while PSL3.

I guess I'm the only one that still play BD maxi. >.<
 
whoa, if 4B psl3 GIs i10As that is awesome news...it didn't do that in console, i'm around 90% sure. A very welcome change, it means they won't gamble 2As and AAs after 4B hits. Not a big deal, but i'm glad it's there.
 
4B->PSL3
It seems that all LO to PSL3 aGI IMP very late. After 4B it's better to go offensive cos frame advantage and LO BK plus 2B+KB will make think twice to attack. But go to PSL3 for variety is nice tho.Not to be predictable.
 
so i played around with maxi at a friends house again today. I dunno if this has already been posted, but BB is now +2 on block rather than -3. This move is suddenly decent against most of the cast. Other than sophie and maybe a couple others, most characters don't have a move that isn't high fast enough to beat out LO B after blocked BB (sophie's 236B trades with LO B, but Maxi takes more damage on that tradeoff). If they throw out a high, LO AK will go under the attack. Its still a gamble on block, but at least its no longer just a "you're f*#%ed" on block.
 
yeah, i tested it indeed +2 on block. After blocked BB, WL GI opponent's i8~20 weapon based vertical/thrust. Need to check if PSL3 aGI, if will save him for many i14 2A... Hopefully maxi's have all answer to opponent's retaliaton on BB blocked.

Btw can someone test in SCIV, after blocked Maxi's 6A, RO A trade hit with Taki's i15 B?
I'm starting to believe that not all WL aGI i10~22... (assuming all stance attacks impact frames still same as SCIV).
 
Btw can someone test in SCIV, after blocked Maxi's 6A, RO A trade hit with Taki's i15 B?
I'm starting to believe that not all WL aGI i10~22... (assuming all stance attacks impact frames still same as SCIV).

AFAIK, when they block 6A and you do RO A, usually the last one avoids vertical attacks. But I can't be sure about Taki's B, since it's faster than most of BBs in the game.

If RO A is trading with 15 frames attacks, that means 6A is -2 on block. In SCIV, I think 6A is -4.
 
yeah, i tested it indeed +2 on block. After blocked BB, WL GI opponent's i8~20 weapon based vertical/thrust. Need to check if PSL3 aGI, if will save him for many i14 2A... Hopefully maxi's have all answer to opponent's retaliaton on BB blocked.SCIV).

I tested this yesterday and PSL3 does indeed GI 2As, so Maxi has a legitimate gamble on block now. But even if they throw out 2A and you throw our LO B, its just gonna trade and i think maxi would be on the winning side of that trade.
 
Decent change i like that. BB is now usable i think. Time will tell. Maybe LO A avoids fast Bs too? Sophie's 236B? it should i hope. Then psl2 -> LI might be useful. ONe needs to investigate this thoroughly, hint hint.
 
dont have the a psp so i can't test it now, but i'm pretty sure that LO A gets stuffed by BBs and 236B. Its not as safe as 4B, I think your mix-ups after a blocked BB are gonna be more limited. Probably just gonna have to mix-up between LO B and LO A/PSL3 until they really start freezing up. I would probably just not tack on the K after LO B most of the time to keep it safer on block.

*Also, when i was playing around with this the other day, I noticed that with Maxi, my AA was only able to beat out the follow up LO B after blocked BB about half the time (other half of the time we traded hits). Maybe i was just sucking that day, but aren't there some random TC frames in LO B? That might have had something to do with this. Maybe we can time the LO B in a way that ducks immediate AAs.
 
Yeah LO B has some TC frames, a good few i think too. But I'm not sure at which frame it starts. A delay sounds viable. I want to know how BB is on hit really. LO BK should be uninterruptable, but i would still like to know if the frame adv is increased.
 
i think i read somewhere that BB is like +10 or 11 on hit, so you can pretty much do whatever on that.
 
Back