>66A
>> No, it´s not imo.
2 frames slower but still kills step at neutral and is safe, which is the biggie. 6A is AA/CE punishable by almost everyone.
>> 6A+B is almost useless against opponents who tend to backstep all day. The BE version costs meter so you can not throw it out like you want and it´s easy steppable to Maxi´s left.
Stepping 6A+B BE is a crapshoot compared to 6A+B (BE version has a larger hitbox in all directions). If you've found an opponent who knows how to win by doing nothing but backdash and never uses highs, throws, block, any interruptable attack, okizeme, and moves that are -16 or worse on block, then yes, 6A+B is a useless move. 66B and 66A are his backdash killers.
>33B
>> Move is really slow so why shouldn´t it track in both directions?
So if verticals are slow enough they should be reclassified as horizontals?
>22K series
>> Who can consistently block the low version and just guard the K version? The move does really cool guard burst damage too.
There's a seeable difference in animations. Just do the JG for when 22KK's second hit would come out and if you see him transitioning into the low, block low. ez. This move is mostly useful as a tech jump from RO and sometimes as a whiff punish.
>66B
>> Like kAb said, Natsu has a no brainer attack against this move on block like Asta(FC3k) and other chars too.
It's not Pat's 66B, sure, but "high risk" usually refers to launcher punishable on block. Just look at the options the characters you have to worry about backdash against the most have:
Aeon: FC A punish. Nothing else guaranteed or worth doing.
Algol: FC A punish. Ditto.
Cervantes: WR K. 16 damage. :(
Hilde: FC A or CE. CE hurts, I'll give you that one.
Nightmare: FC K.
>44B
>> Move is again really slow, does almost not track at all and it´s follow ups are easy to avoid bycertain characters via backstep. TC and damage ouput are great though.
You shouldn't even be bothering with the followups unless it's a hit confirm or your opponent is free to them. Just make them block it on oki and it'll safely smash their guard in 9 with the added benefit of shutting down wakeup attacks and some rolls.
>WR B+K
>> Not against characters like Cervy, Natsu, Nightmare or anyone else with a good backstep.
I'm not sure what to say. I'm sorry this move has an arguably irrelevant* weakness instead of doing everything for you.
*Whiff punishing WR B+K from outside of its range can be complicated, seeing how you're a considerable distance away from him and also have to take into consideration his various cancel and stance options.
>22A
>> 22A is even slower in most situations since you can´t always do it out of 8way run. And it even whiffs sometimes...
2A+B is so slow the only way you'll really kill step with it is when your opponent steps on wakeup, and after the majority of Maxi's knockdowns you need to run up to be in 2A+B's range, in which case 66~2A is
still faster, safer, and more damaging.
>236K, FC AAA, 1B
>> 236K too linear but OK, FC3AAA woth mentioning yes, 1B again shitty range and only 16i "fast" i.e. not good for a poke.
IRM addressed 236K, and i16 is not bad for a safe mid that starts combos on CH and has an ambiguous (and hit confirmable) stance entrance.
Most of your complaints seem to be centered around backdash, which to me indicates you should focus more on running up and blocking or JGing in your matches. The zoning tools you should attempt to JG at neutral (e.g. Nightmare 22A or Aeon 66A) or bait and punish (e.g. Ivy 214B, Cervantes 1AB) vary from character to character, but I'd be happy to provide a more complete list if there are any matchups in particular that are giving you trouble.