Maxi Match-up Discussion

You can't Ring Out with BL K BE if you are too close from the limit of the ring, or Maxi will lose, because he technically Ring Out himself before the opponent :p



Step
B+K jf BT B+K
Profit :D


I personally would ALWAYS go for the WS B+K since it's good damage and easy. B+K JFs and BT B+K is an unrealiable combo and hard to do. If that's the case, then I would just side step and punish with 44B.
 
44B is too slow to punish that, B+K is just quick enough, but the BT B+K is hard to land there, so it's true that WS B+K is good here ^^
But I want to understand how that B+K jf to BT B+K combo work precisly :D


anyway, I think you got my point :p
 
I don't understand the B+K to BT B+K combo. Please explain how it works.

@ Krayzie....the stuff you mentioned won't work because it's because Pyrrha forces crouch on block that allows you to have access to WS B+K. So vs double bullrush or Voldo's nonsense, it's a no go
 
Ok some anti Pat...
Most revolve their game in landing throws, 1K and 66B.
1K is WS B punishable as well as 6A+B
All lows 6A+B punishable

236AB, the B part can be stepped and punished with 11B..orrr block both punish with 6A+B BE
6B series can be stepped to the right and punished with 11B or back throw or block everything and punish with 6A+B BE
Difficult to punish 236B with 6A+B all the time, but 6A+B BE on the other hand will punish consistently
Step 66B to the right
Stay at mid range as much as possible, his A and 2A have short range that could trip him up at times.
His 1K gives +2 on hit, so when it hits prepare for a next one or a throw, try not to do anything foolish
 
Thats great johnny thamks. Pat gives me some trouble

What Id REALLY love to see is some anti-viola. That bitch has me mindfucked!!
 
im pretty sure that he's talking about B+K:B:B:B:A, BT B+K but i wasn't aware that it worked in SCV.


This only connects when Maxi is about a quick step to the left of the opponent with a bit of distance. Not too practical, but it comes up every once in a while. Oki options after B+K aren't very good anyways so trying for it and missing isn't too bad. I should add a video of the combo to the B+K thread.
It wouldn't work against Pyrra's 66B BE though because she moves so far forward. Most likely B+K would just whiff after stepping because of crappy axis detection, but if it did hit, the follow-up would surely not connect.

Speaking of B+K, I found out today that it is very useful against Mitsu. It catches Mitsu doing 4B about 95% of the time (the other 5% he just goes through, wtf? so many inconsistencies in this game). I found this to be the best option for dealing with 4B because its fast enough to not get slapped out of and its harder to punish if you mix up the number of B's on block. Mitsu is still annoying as hell for Maxi, but this definitely helps.

Thats great johnny thanks. Pat gives me some trouble

What Id REALLY love to see is some anti-viola. That bitch has me mindfucked!!

I've played a few games against Cedric's Viola so i can give you a few tips.

- From distance, side-step to keep the orb from hitting you. If she gets too reckless with distance orb stuff, slap her with a surprise 33B. The range on that move is deceivingly long.
- When she does the AAB or BBB (where she calls the orb back), you can duck the orb and interupt any of her follow-ups with 6A+B BE.
- When she does her 44A BE, if you can GI the first orb hit to punish her.
- If she does 66AAB on block, duck the B and punish with WS B.
 
other basic stuff for Viola, her 8 A+B (rising move then throw the orb at you, Viola players love to spam it, it seems to be TC and TJ (she goes under LI K))
If she got the orb, 8 A+B should be blocked than punished with 66B, if you step the orb will hit you
if she doesn't, you have to step the second hit (the orb), then punish. if you block it's safe
 
Natsu and that Cassandra wannabe bitch are my biggest complaints. I'll get a nice 10 wins then lose it to either of them. ANY THOUGHTS?
 
With Natsu, you have to be patient and work pokes since she can interrupt your strings. A lot of her stings are H so 6A+B is extremely useful. (Also nukes her stance options.)

Pyrrha also requires keeping your strings in check between her aGI and 236B threats. Punish her on block. wsB+K the second hit 66B BE.

General question for the thread:

Something I've noticed on wakeup against her 66B BE is I can periodically stuff it before it comes out with wsB, but it's inconsistent. Sometimes I stuff it, other times it blasts me. Any good reason for this?
 
I try to be forceful majority of the time. It works, but once I get him by some low attack bullshot my game goes to hell. That other bitch is the same way. I wish the game had regular GIs, so I wouldn't have to worry about it. Will Maxi's stance auto GI work in certain attacks? Or are they too fast.
 
My 2 biggest problems are zwei and viola. To much confusing bullshit going on. Any of yall got any strats for those two assholes?
 
Natsu and that Cassandra wannabe bitch are my biggest complaints. I'll get a nice 10 wins then lose it to either of them. ANY THOUGHTS?

I'm still working on my own ways to beat Natsu but Pyrrah isn't too bad.
Pyrrah
236B is punishable on block so milk it.
66B (BE) can be WS B+K after first hit (I think, don't recall if I tested it or not.)
All of her low strings require reflexes to block. Many can be 8/9B punished.

Natsu
66B (BE) after first hit can be 6A+B punished.
Don't tech/roll if they do unblockable bombs.
~With no ground stun from poison darts she is less threatening if you stay grounded.
PO A6 second hit can be 6A+B punished.
Regular bombs can be SS or 8B. Beware of bomb~A cancel.
BL A beats Natsu AA
4BB PSL2 B beats Natsu AA (Could be only if they're slow but I've had great success)

Extra:
According to the "Natsu must Die" vid from Saitoh(SP) Natsu's AAB can be JG'd on the last hit preventing the push back and making her cry from your choice of punishes. I believe this was pre patch data though.

I THINK you can make some of your moves semi-safe if you do 6A+B after them.
This is untested but the theory is that you will be anticipating a A6 or AA and using the 6A+B to TC it. Basically do a move that you know will get punished and do the 6A+B asap after.
Example:
WS B+K -> Block cancel -> 6A+B
Again, not sure if this will work. If it does natsu will be less threatening imo.
 
My 2 biggest problems are zwei and viola. To much confusing bullshit going on. Any of yall got any strats for those two assholes?
GETT'EM CLINT!
Anyway, Viola is a cake walk once you realize 6A+B is her kryptonite. She is like 90% highs. So 6A+B seals essentially her entire A button. Her horizontals verticals *edit* are a bit trickier. Many TC and I feel some have awkward tracking properties. Just remember all balls are Special mid (Some BE might be an exception) so worst case scenario you block. SS at a distance and she can't do anything to you. Anticipate a horizontal ball attack when closing in and before you know it you're at maxi's distance.

Keep in mind if you ever get forced into crouch from block WS B+K will always kill her.

Extra:
I've seen many Viola's do what I think is (44AAA) 3 horizontals, last is a backflip which gets her behind you. They're all high. You can BT B+K punish after the flip or pretty much what ever you want if you even see them start this move up.

Zwei is a bit trickier.
I don't have much experience against him but I did play a few decent ones. He is all about momentum/frame traps. His lows are slow but his 2k(or what ever his low kick is) has deceptively long range. Many of his attacks can be 2A'd. Watch whether or not his wolf is comming out as a horizontal attack or a vertical because then you can SS him.
(Unsure but I think the wolfs horizontals may be highs, uncertain/untested.)
Just be patient, learn the strings your opponent uses and 2A him. Maxi's momentum is far superior to Zwei's.
Note: Beware of instant CE glitch. Not sure if it was removed but 1.5 gauge lets him do a brave edge then a CE that makes the wolf attack during the CE animation meaning no startup time. If you aren't blocking you're hit.
I've only seen one person do it though so I wouldn't be too worried about it.
(Yes I've seen this happen, it was pre patch but I didn't see any mention if it in the patch notes so....)
 
I try to be forceful majority of the time. It works, but once I get him by some low attack bullshot my game goes to hell. That other bitch is the same way. I wish the game had regular GIs, so I wouldn't have to worry about it. Will Maxi's stance auto GI work in certain attacks? Or are they too fast.

There is wonderful vid in the stickied video section of nothing but pyhrra punishment. I highly suggest watching it as it helped me quite a bit.

@slayerz...thanx for all that. I think i need to go into traing and learn how to play viola myself. When shes in front of me. Its like a deer in headlights to me. But some really good stuff there mang. Thanx ill rry some of that stuff
 
Np's. I got a guy on my friend list that has the best Viola I've ever seen. So I learned to beat her through trial and error. I know what to punish and when, just don't know the name/inputs. Sorry.
 
Usually I 2a after 4BBK. Natsu hits me before the attack comes out. So 6a+b will solve problem? Cool. I'll watch that video now.
 
I love playing vs Pyrrha and O Pyrrha, they operate so much like Sophie/Cass, that I don't need to remember much as I have played against so much. Just look out for their BE and CE respectively, 1K is disadv on hit. Their basics are strung and their punishment game is strong.
236B is much more unsafe now, Punish with 6A+B or 4BB or CE, those are your strongest options
 
Back
Top Bottom