Maxi General Q&A

Oh ok. It seemed to launch pretty high in a wall combo I saw Daishi pull off.

Oh, well in a wall combo it may be possible, but the 6A+B range is pretty short.

In order to launch them high enough, I think you would have to be a certain distance from the wall, and 6A+B may whiff from that distance.
 
I saw 4A+B in a video. Is it still chargeable for GB? still NCc?

No longer chargeable from what I remember.

Does anyone know if A+B launches high enough for 6A+B BE BL K BE connect?

A+B launched decently high but the PSL2->BL shift imo is not fast enough to connect the rest (due to Air Control). 4B->RO,B~RC A (BE) B->LI, A would do more damage as they would stay grounded for the duration of the combo.
 
A+B launched decently high but the PSL2->BL shift imo is not fast enough to connect the rest (due to Air Control). 4B->RO,B~RC A (BE) B->LI, A would do more damage as they would stay grounded for the duration of the combo.
Doesn't 6A+B BE create a ground slide on air hit or are you saying you wouldn't have time to connect this part either?
 
Doesn't 6A+B BE create a ground slide on air hit or are you saying you wouldn't have time to connect this part either?

Theoretically it should work as the 6A+B should cause a slide. But the questions\ is how many times can you hit the opponent before they are able AC. The combo Daishi did on the stream included 2 wall spalts. The first coming from the K in 1B,A,K and the second from A+B. The rest of hits in the combo were all grounded which resulted in a full combo.

IIRC if your feet leave the ground you're considered airborne. So your opponent would be airborne for the 1st time when A+B hits into the wall. Then airborne for the 2nd time after the first K in BL K picks up, thus allowing them to AC the 2nd hit (BE) K. Now this is just me theory crafting, but I was getting the 2nd K ac'ed at NEC and SCR after extending certain combos.
 
No I was just using that combo as an example of the height that people reach when launched. I meant an open area combo for a possible ring out combo for him.
 
Ah that clarifies a lot.

The recovery on A+B is too slow to allow a 6A+B to connect after. Your BnB for a PSL2-BL K, (BE) K is going to be 3B or maybe the 2nd K in RO, K,K. Other than that nothing launches high enough in an open space for that combo to land.
 
Question: Does anyone else think the Collectors edition isnt worth the price???

Yes. I can get the OST online if I wanted it (and I do). Someone will probably post the "making of Soul Salibur" on youtube if you really wanted to see it (probably not worth it since they've released so much behind the scenes anyways in anticipation for the game). The box is just something pretty to look at until I open it and throw it away. The costumes will probably be DLC at some point for much cheaper than the special edition. And who's going to really care about an art book?

I bought it anyways... I had a lot of $ saved up at the time, and I figured with all the hype and how excited I was for the game that I'd just suck it up and treat myself. I also pre-ordered it from Best Buy for Le Bello (really glad I didn't pre-order it right away and get screwed over. That Ivy bobble head seems pretty stupid. It should have been Nightmare or Patroklos or something) I know he'll be DLC anyways, but I get him for free. Plus I don't have to buy something that's DLC that's already on the game disc in the first place, which really bothers me.
 
So I finally got to get my hands on SC5 Maxi at the Namco premier party and I gotta say, I'm totally stoked on him. He's the total opposite of what he was in 4. He does so much freakin damage. 1B mix-ups are great, and CH 6A is awesome. 6A+B is a godsend. I have no doubt in my mind, Maxi is gonna be competitive this time around.

Towards the end of the night, I got to take Maxi into practice mode a little bit. One thing I played around with was B+K. Despite what I've heard on this forum, this move still does just as much damage as it did in Broken Destiny. The JF version does 78 damage on normal hit. I didn't get a chance to check out the frames on the move or if the whiffing issues were fixed, but it seemed to do pretty good guard damage when it was blocked. The only thing that makes it not as good now is the fact that he has other good tools.

One thing I noticed when in practice mode was that A+B could possibly have some whiffing issues. I was trying to do the LI K A+Bg combo against Pyrra, but I couldn't get A+B to hit consistently. Maybe I just suck. I didn't get the chance to see if the same issues occurred against other characters.
 
R.I.P - B+K,B,B,B,A because a 2A+B->RC,A (BE) B->LI, (BE) A or CE is guaranteed for real Soviet Damage! after the new CH LI,K.

What is 2A+B? Did I miss this move? The alternative punishers that I can think of are 3B and 66B. 3B (BE) 6A+B BL K (BE) K does 93 damage if I recall correctly, but costs a bunch of meter. 66B LI A does good damage, but I don't think it was 78 (though I didn't test). Are you talking about A+Bg? That move only stuns on CH right?
 
What is 2A+B? Did I miss this move? The alternative punishers that I can think of are 3B and 66B. 3B (BE) 6A+B BL K (BE) K does 93 damage if I recall correctly, but costs a bunch of meter. 66B LI A does good damage, but I don't think it was 78 (though I didn't test). Are you talking about A+Bg? That move only stuns on CH right?

Yeah I'm sure he meant A+Bg and not 2A+B. 2A+B is the old 3A+K.

Anyhow my new favorite move is 44B. The blockstun on that move is amazing, even on block if an opponent tries to 2A you afterwards the RO A,K seems to beat them. I say 'seems' because until I get to test it perfectly I'm not 100% sure. 44B is also the easiest way to land those RO B combos that we love so much.

6A+B is my next favorite move up close, safe on block, excellent instant TC, mid, fast, and the pushback is so good that a lot of times an opponent will run back up and you can just simply do it again and it'll hit lol.

44B, 66B, 66B+K all hit grounded if the opponent rolls to the right. 44K also hits grounded but didn't use that one too much.

I prefer 44A a lot more as a range horizontal step killer instead of 22/88A for safety reasons. 22/88A is ok especially because that LI A comes out so fast afterwards even on block and especially at range because if they try to punish with something that doesn't reach then they get blasted in the face. Even still, I prefer 44A.

I also can't stress how happy I am that I can AA safely again like I used to in SC1,2, and 3 before SC4 ruined Maxi's As. His As are so safe in here that if they don't do something fast afterwards even on block his RC A,B will CH them.

Also I love how they made both hits of 2A+B (old 3A+K) always connect once the first hit lands. Before in SC4 and previous iterations, if you hit a crouching opponent with 3A+K the first hit would connect but the second high hit would whiff. Now in SC5 even if you hit them while crouching both hits will connect. Simply excellent.

Now I just need to work on my CE execution. Seems so simple yet I fucked up on it all day. Might be forced to to actually have an A+B+K button binded, even though I don't believe in playing with button binds.
 
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