Maxi Info (Meter, GI, Crush, & Oki)

Kvasir

[10] Knight
The purpose of this thread is to display...
1.) How much meter every move builds​
2.) What moves crush guard, and how much guard damage those moves do​
3.) Maxi's best options post GI, and post guard crush​
4.) Notable follow ups to Maxi's KNDs and grounded hits​
Everyone is welcome to criticize, discuss, question and request more information.
 
Meter Gain
The numbers here are based off Suirad's meter post, and assume the attack hit. On block they would build 40% and on whiff 20% of the mp (meter points) listed. If you can't be assed to go over Suirad's post then just know that 60 mp is 1/2 a bar (enough meter to BE), and that meter does not scale at all. If you combo 33B into BL KK you get the full amount of mp for all 3 hits.​
-25 mp-
WR KK (8+17)​

-24 mp-
B+KBBBA (4+2+6+4+8)​
-20 mp-
236K (8+7+5)​
-18 mp-
4A+B, JMP A+B, 4B+K, RC AB (8+10), RC B​
-17 mp-
LI {B}​
-16 mp-
6B4 (8+2+2+2+2), B+KBBB (4+2+6+4), LO BK (5+11), RC KK (5+11)​
-15 mp-
236Kg (8+7), 44K, Back Throw​
-14 mp-
6B4 (8+2+2+2), 11B, 22KK (6+8), BL KK (3+11), RO KK (6+8)​
-13 mp-
6B, WR B+K, 33B, 22{B}, 44B, 66B+K, Left Throw, LI A,​
-12 mp-
6B4 (8+2+2), B+KBB (4+2+6) 22KA (6+6), RO KA (6+6)​
-11 mp-
WR B, 11A, 66B, 22B, A+G, B+G, BL BB (3+8), RO A{K} (3+8)​
-10 mp-
4A, 3B, 6B4 (8+2), 6A+B BT B+K, 66K, Right Throw, LI B, LO AK (5+5), RO B​
-8 mp-
6B4 (1hit), 6K, 4K, 236Kg, WR K, 44A, RC A, RO AK (3+5)​
-7 mp-
FC 3AAA (3+2+2), A+B (5+2), 2A+B,​
-6 mp-
B+KB (4+2), 33K, 22k, RO K​
-5 mp-
1A, FC 3AA (3+2), BB (3+2), 2B, JMP B, BT B, A+Bg, 66A, 22A, LI K, LO A, LO B, LO K, RC K​
-4 mp-
AA (2+2), 2KB (2+2), B+K​
-3 mp-
6A, 3A, FC 3A, B, FC B, K, BL A, BL B, BL K, NG (Stance B+K), RO A​
-2 mp-
A, 2A, WR A, JMP A, BT A, BT 2A, 1B, 4B, 3K, 2K, 1K, JMP K, RUN K​
 
Guard Crush
The numbers represent how many times the moves underneath need to be blocked to crush.​
-5-
WR KK, B+K BBBA​
-6-
CE, 236K, JMP A+B, RC AB*, RC B​
-7-
4A+B, LI A*, RC AB, BL K*​
-8-
22{B}, 22KK, 44K, LI A, BL KK, LO BK, RC KK, RO KK​
-9-
236Kg (3hits), WR B+K, 33B, 11B, 44B, 66B+K​
-10-
WR B, 236Kg (1hit), 66B, 22B, 66K, 22KA, RO A{K}, RO KA​
-11-
WR K, RO B, LI B​
-12-
4A, 3B, 6A+B​
-13-
6K, 4K, 6A+B*, BT B+K, RC A​
-14-
44A​
-15-
33K, 33A, 22K, RO K​
-16-
BL BB​
 
-Post GI-

Damage

Fast options
B+KBBBA (76 dmg)
66B LI A (63 dmg, easier)​

Mid (Lands late in Post GI window)
236K (68 dmg)​

Slow options
44B RO B RC AB (74 dmg, safe, no meter)
44B RO B RC AB* LI A (90 dmg, safe, 1/2 bar)
44B PSL1 BL K* (68 dmg, safe, 1/2 bar, possible RO/W!)
4A+B 66321B (90 dmg, unsafe, no meter)
4A+B WR B+K BL KK (100 dmg, unsafe, no meter, possible RO/W!) *Needs edge/wall*
4A+B WR B+K BL K* (111 dmg, unsafe, 1/2 bar, possible RO/W!) *Needs edge/wall*​

Guaranteed

CE (88 dmg)
Throw attempt

RO options

Fast/forward = 66B+K
Slow/forward = delayed 66B+K
Guaranteed/forward = CE

Fast/right = 6K
Slow/right = 99B+K

Fast/left = 4K
Slow/left = 33B+K

Wall options

Fast/forward/close = 3B
Mid W! = A+B W! 4BB RC AB (99 dmg)
Fast/forward/distanced = 66B PSL2 BL K*
Low W! = 6A+B (108 dmg)
Mid W! = A+B W! 4BB RC AB (145 dmg)
Slow/forward/close = 33B
Mid W! = A+B W! 4BB RC AB (113 damage)
Slow/forward/distanced = 44B PSL1 BL K*
Low W! = 6A+B (85 dmg)
Mid W! = A+B W! 4BB RC AB (123 dmg)​

Fast/right = Go with fast damage options instead.
Slow/right = 99B
Mid W! = A+B W! 4BB RC AB (113 damage)​

Fast/left = Go with fast damage options instead.
Slow/left = 33B
Mid W! = A+B W! 4BB RC AB (113 damage)​

-Post Guard Crush-

Damage

4A+B 66321B (90 dmg, no meter)
4A+B 44K ( 78 dmg, no meter, easier, stronger oki)
4A+B WR B+K BL KK (100 dmg, No meter, possible RO/W!) *Near edge/wall*
4A+B WR B+K BL K* (111 dmg, 1/2 bar, possible RO/W!) *Near edge/wall*

RO options

Forward = 66B+K
Right = 6A
Left = 4K

Wall options

Forward/close = 3B
Mid W! = A+B W! 4BB RC AB (105 dmg)
Forward/distanced = 44B PSL1 BL K*
Mid W! = A+B W! 4BB RC AB (127 dmg)
Right = step 3B
Mid W! = A+B W! 4BB RC AB (109 dmg)
Left = step 3B
Mid W! = A+B W! 4BB RC AB (109 dmg)​
 
Last edited:
Okizeme
Suggested moves after knockdowns and grounded hits.​
Only more notable moves listed. Many things, such as mixups after techs, are unaddressed.​
Guide Specific Notations

SFS = Short Forward Step​
SBS = Short Back Step​
FFS = Full Forward Step​
FBS = Full Back Step​

Throws
A+G
44B (Hits back roll and long side rolls, only interruptable from forward tech)​
2KB (Catches side rolls)​
A+Bg (Beats interrupts)​

B+G
1K (unavoidable, uninterruptable)​

Left
BL K* (combo)​
44K (Force block)​
1K (combo)​
CE (Tech traps all)​
6A+B (Tech traps all but right)​
66B+K (OTG punish)​

Right
2KB (Punishes rolls, uninterruptable, unavoidable)​

Back
No reliable follow ups​

1K (Grounded Hit)​
SFS 1K (Difficult to intterupt, only avoidable by backwards teching and rolling)​
4B (Beats all interrupts)​
66B (Free damage vs Back roll, but loses to most everything)​


6A+B/RC AB
FFS 1K (Punishes all rolls, can't be interrupted, only avoidable by back tech)​
66B (Traps back tech at close range)​
-Near Wall or Edge-​
1K (Combo)​
CE (Traps all tech)​
66B (Traps all but side techs, punishes grounded)​

6B
FFS 1K (Very hard to interrupt, can only be avoided with back roll&tech)​
66B+K (Punishes all roll attempts inside tip range)​
44K (Punishes back roll, can't be avoided by tech, loses to side roll)​
4B (Only needed if someone is bold enough to foward tech into a CE)​

6B4
PSL1 LO K (Punishes all rolls, only avoidable by back tech, punishable w/ forward tech)​
PSL2 Guard (Allows situation to reset, punishable by forward tech)​
LI B (Beats out almost any punishment attempt)​
LI A (Beats out any punishment attempt)​

6K
SFS 1K (Punishes all rolls, can't be interrupted, only avoidable by back tech)​

4K
SFS 1K (Punishes all rolls, can't be interrupted, only avoidable by back tech)​

CH 2K
1K (Can not be interrupted and only avoided back teched)​
2KB (Free damage if they try to roll)​

2KB (Grounded Hit)​
No reliable advantage to press unless near edge or wall.​
-Near edge/wall-​
1K (Can't be interrupted or avoided)​

236K
1K (Combo)​
66B (Free damage unless they tech right)​
CE (Tech traps every direction)​

WR B
44K (Can't be interrupted, Punishes rolls, avoidable by teching side or back)​

JMP B
LO B (Free vs everthing but back tech)​
RC~ Guard (safe)​

WR K
66B+K (Force block, free vs grounded)​

WR KK
66B+K (Psuedo force block, only loses to certain combos of air control into left roll)​
FFS 1K (Only avoidable with back air control + Back roll)​

2A+B
44B (Can not be avoided, and only interrupted with forward tech into an i12)​
A+Bg (Punish anyone who happens upon 44B's little opening)​

4A+B
44K (combo)​
RCC 2KB (Punishes rolls, can't be interrupted, can only be avoided with back tech)​
FC B (Punishes rolls, can't be interrupted, can only be avoided with side tech)​
11B (combo)​
Messy/Risky due to air control, but enough advantage to press.​
22{B} (combo)​
No reliable follow ups​

JMP A+B
2KB (Punishes grounded, avoidable by back tech)​

WR B+K
BL KK (combo)​
SFS 1K (Can't be interrupted can only be rolled backwards)​
66B (Free vs back rolls)​
BL K* (combo)​
44K (Force block)​

CH A+B
SFS 1K (Only avoidable with back roll at tip range, uninterruptable)​
66B (Only avoidable with right roll, uninterruptable)​

44A
SFS 1K (Uninterruptable, hits side rolls, avoidable by back roll/tech)​
66B+K (Punishes back roll)​

44B
RO B RC AB (combo)​
See 6A+B​
PS1 BL K* (combo)​
44K (force block)​

CH 22B/22{B}
RC B (combo)​
LO B (Punishes grounded, avoided by side and back techs)​
RC~ Guard (Safe)​
RC K (combo)​
No reliable follow ups​

66B (Grounded Hit)​
LI B (Beats any interrupt attempt, loses to everything but interrupts)​
PSL2 BL K (Punishes side rolls, interruptable, avoidable by back roll/tech)​
PSL2 Guard (Safe)​

11B
66B (Punishes grounded, traps (but commonly whiffs) left/back tech)​

CH 33K
11A (Hits rolls, can't be interrupted, avoidable by back tech)​
FSF 1K (Hits rolls, can't be interrupted, avoidable with any tech)​

11A (Grounded Hit)​
BL K (Uninterruptable, hits side rolls)​
Guard (Safe)​

66K
SFS 1K (Uninterruptable, Hits rolls, avoidable by back tech)​
11A (Interruptable, Hits rolls, unavoidable)​

22K/RO K
1K (combo)​
CE (Traps all tech)​
66B (Traps all but side techs, punishes grounded)​

22KK/RO KK
6A+B (combo)​
FFS 1K (Hard to interrupt, can only be rolled backwards)​
66B (Can't be interrupted, punishes back roll)​

22KA/RO KA
66B (combo)​
Same as 66B (Grounded)​

44K
FC B (Free vs grounded and back tech)​
CE (Traps all tech)​

33B
BL KK (combo)​
66B (Beats back roll)​
4B (Beats interrupts)​
BL K* (combo)​
44K (Force block)​

66B+K
2KB (Punishes grounded, uninterruptable)​

RUN K
1K (Combo)​
44B (Force block, punishes grounded)​

LO K (Grounded Hit)​
SFS 1K (Beats interrupts and rolls)​

LO B (Grounded Hit)​
RC A (Tech traps all but left tech)​
RC K (Beats all rolls)​

LO BK
44B (punishes all rolls, only avoidable with back tech)​

BL KK
SFS 1K (Uninterruptable, Hits rolls, avoidable by back tech)​

BL K*
44B (Force Block)​

RC KK
2KB (Punishes OTG)​

RO AK
44B (Punishes any attempt to roll, avoidable by side tech)​
CE (Tech traps all)​

NG (Stance B+K)​
66B (Punishes OTG, avoidable by tech)​

B+K BBBA/ LI A/ LI A*/ CE/ 66B+K (grounded)/44B (grounded)​
No reliable follow ups​
 
Ha, I knew that I've seen it, but probably only tested 66A. Thanks for the heads up. I'll test it and put it in the list later today.
 
BL K*'s 44B follow-up seems to only work when you hit a standing opponent. Seems like combos that hit them on the ground (6A+B* BL K*) and in the air (33B BL K*) all send them out of range.

LO BK to 44B seems like it forces them to guard after any ukemi. Works against Natsu and Viola anyways. Not the best at grinding stuff in training so take that with a grain of salt, haha.
 
Yeah, you got it. 44B follow is only for when you hit a standing or teching opponent. When you land BL K* against a grounded opp. or in a combo you get a 44K force block or a 66B+K / 2KB combo if near wall. I'll clarify that next time I update Oki.

As for LO BK, I was trying to be cautious and brief with most of this. Even if I could only get someone to escape at tip range I would just list it as avoidable. I definitely recommend judging the oki suggestions for yourselves as they might be more or less reliable than I've made them seem.
 
actually i have found a Post GI combo that is pretty good
4A+B move forward a bit 6A+B BE BL K BE.
the BL K BE is sometimes unreliable but when it does hit has long RO distance and Wall combo follow ups for up to 194dmg if you have 2 meter
 
Good shit, but Fhwoarang beat you to that discovery. I didn't include that and many other meter options only to keep from bloating my post further. Not sure it was the best way to go about it though...

Would any you guys prefer a more thorough list?
 
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