Maxi General Q&A

Hey guys, my friend wants me to teach him this game with Maxi as his first character. I know most of his stand alone moves and when to use them, but his stances open up a decision tree that I'm completely unready tackle by myself. Could I get a flow chart (lol) or a basic run down for what openers I'd want to use and why I'd want to use each follow up with respect to safety, risk, what I think my opponent is going to do, etc?

I have some other questions too. I know iWR B+K is good, but is it reliable enough to just throw out if I think a high or a vert is coming?

What is his hierarchy of punish moves on block/whiff? Where Omega's would be AA (i12) -> CE (i13) -> NS B:4 (i14) -> DNSB:4 (i15)

What is Maxi's general game plan? What are his weaknesses? Back dash? Just guard? How does he adapt to cover his weaknesses?


Thanks if anyone wants to answer this.
 
What is Maxi's general game plan?

Mainly spend the first round testing what you can get away with. If someone's on point, then you just go to pokes and throws until you can open them up. ALso it's wise to scare them with Maxi's big gun stuff like 44BBa*b* 6A+B*A*, CE etc as much as possible.

6A+B is relatively quick, hits mid and has tc properties also is safe at -7 (or -9) I've seen both numbers.

Also iwsB+K to make them afraid to counter-poke. Stance shifts to BL with gives you the otG K*

What are his weaknesses? Back dash? Just guard?
Back dash does mess him up quite a bit when he's in stance. He can also be interrupted during many of his transitions. JG can complicate strings further as it can break tracking.

I also find it's really annoying trying to chase someone down with Maxi. His 8wr tools are pretty much either high or linear mids and his 8wr stuff is rather slow.

His AA and BB kinda suck as well. Even on hit it just introduces a frame trap situation since the RC transition they trigger is extremely slow. It's best to stick with single A's 6a, 3K, 1K, 4BB, 1B, 2b,2a or 6A+B

How does he adapt to cover his weaknesses?

Poking and/or interrupts.

Loops in general, you want to just get a sense of what move enters into what stance and not really loop much past 1 stance transition unless your opponent is intimidated into not moving. Keeping transition options in mind can come in handy vs anticipated JG or GI attempts though.
 
I also find it's really annoying trying to chase someone down with Maxi.
Thanks a lot for the general information. I think this might be a problem. I can play run away pretty well with my strongest characters and I tend to do it naturally. He's not new to fighting games. I don't want to lame him out super hard day one and give him a bad impression of the game. What characters make fun match ups for you?
 
Thanks a lot for the general information. I think this might be a problem. I can play run away pretty well with my strongest characters and I tend to do it naturally. He's not new to fighting games. I don't want to lame him out super hard day one and give him a bad impression of the game. What characters make fun match ups for you?
Xiba's a hoot. 6A+B destroys REM.
 
Hey guys, my friend wants me to teach him this game with Maxi as his first character. I know most of his stand alone moves and when to use them, but his stances open up a decision tree that I'm completely unready tackle by myself. Could I get a flow chart (lol) or a basic run down for what openers I'd want to use and why I'd want to use each follow up with respect to safety, risk, what I think my opponent is going to do, etc?

I have some other questions too. I know iWR B+K is good, but is it reliable enough to just throw out if I think a high or a vert is coming?

What is his hierarchy of punish moves on block/whiff? Where Omega's would be AA (i12) -> CE (i13) -> NS B:4 (i14) -> DNSB:4 (i15)

What is Maxi's general game plan? What are his weaknesses? Back dash? Just guard? How does he adapt to cover his weaknesses?


Thanks if anyone wants to answer this.
http://8wayrun.com/threads/soulcast-25-the-6a-bcast.16182/
 
I quite enjoy the nightmare match up for some reason. WS B destroys 3(B) mix ups and is a sucker for 236 K when he goes into his stance (GS?). I dunno i like it. Asta is pretty fun to.
 
Hold on.....

4B, LO B, PSL 2, LO BK

aaahhhh yes. Confusing maxi. "Help me i dont know whats coming next. Oh shit i took a foot to the face!"

Yeah thats fun. I like...

1B, RO A, PSL2, RO A, PSL2, RO A BL KK or RO B (cause they duck anticipating another RO A) RC AB BE.

Maxi has what seems like limitless variations that make it tough for even the experienced maxi players. Thats why i love playing this guy.

But a simple 2A from most the cast will stop him dead in his stances if you arent careful.
 
Hold on.....

4B, LO B, PSL 2, LO BK

aaahhhh yes. Confusing maxi. "Help me i dont know whats coming next. Oh shit i took a foot to the face!"

Yeah thats fun. I like...

1B, RO A, PSL2, RO A, PSL2, RO A BL KK or RO B (cause they duck anticipating another RO A) RC AB BE...

AHHH, so OTHER Maxi players have caught on to his RO A shenanigans.
 
  • Like
Reactions: IRM
Hey Guys, just wanted to let you all know I have been working on Finishing Maxi's frame data and I stop schooling next week. Expect the wiki to updated with complete data sometime then.
 
  • Like
Reactions: IRM
Back
Top Bottom