Uber1337
[10] Knight
Alright, I've decided we need a thread to discuss our various tricks and mix-ups with Maxi. You really gotta keep your opponent guessing to win, so I think it would be great if we compiled a list of options off of different moves. I have found that for the most part, Maxi's best mix-ups are out of BL, so most of my tricky stuff involves me going into BL. I will first talk about a couple of Maxi's best ways into BL and how to train your opponents to let you get into BL. Then i'll talk about the options out of BL.
-4B ~ LO
~ LO BK
This is the base string. If 4B hits, you are gonna wanna do this always. If 4B is blocked, the second B can be blocked and the K can be ducked. Luckily, the movement of the K makes it somewhat difficult to hit maxi with many TC moves, so the opponent is somewhat limited in punishment (still, you can't abuse this).
Strategy: I will usually toss this full string out there on block early in the match to gauge the opponents familiarity with Maxi. If they block the kick, I just abuse the crap out of the move and the frame advantage at the end. No contest really. If they duck the kick (or try and GI mid combo), things start getting interesting. I know they know when there opportunities for countering are, and that they are on guard for it. That is when I move to my other options.
~ PSL1 ~ BL
If your opponent has been properly trained with RO BK, this shift is pretty safe. The result of the shift is that you are standing very close to your opponent and you are in BL, which is Maxi's best mix-up stance BY FAR. From here, your best option is usually just KK. If they try and react to the shift, they will probably be too slow to interupt KK unless you were really predictable. If they block the KK, then they really know Maxi. In this case, refer to the section on RO A ~ BL for more tricky stuff from BL.
-3B ~ RO
Your best option is RO A ~ BL. This sets up your best mix-ups. You want to do this a lot. But what if your opponent ducks RO A? Well, that is where the first set of mix-ups come in. Now there are several ways that the opponent will try to get under RO A, and they all (maybe not all, but most at least) have different counters.
1)The opponent blocks 3B, then ducks RO A, then attacks right after the move.: Try doing a RO AK. The kick will interupt any attacks coming after the RO A.
2) The opponent blocks 3B, then immediately counters with a beefy TC move (which goes under RO A). : throw out RO B after 3B. This will most likely counter hit the opponent, resulting in a high damage combo. Just throwing this out once will usually discourage the opponent from trying that again, but if they do, do it again.
3) The opponent blocks 3B, then uses a quick TC move (like 2A). : Use RO K[K]_KA. This will hop over the opponents counter attempt and hit them for a high damage combo. Usually, this will stop them from trying this again.
RO A ~ BL
Ok, now that we've got the opponent to let us actually access this part of our game, we can start with the fun.
Options:
1) BL KK
The low threat. Against less experienced players, this is the move of choice usually. Good damage and knockdown. Against better players, this almost becomes expected, so you will use this a lot less (you'll use option 3 a lot more).
2) BL A
This is for opponents who block RO A, then try to quickly attack with a fast attack before your next attack. This will catch most counter attempts, and results in a fatty combo on CH. If even this move is too slow catch their attack, just use RO AK to make the slow down and think a second before attacking.
3) BL ~ *5 -> Neutral stance
Oh what fun. Now that the opponent is all locked up waiting for the next attack, you can shift to neutral and start all over. This is great because it gives a pretty solid high low mix-up out of BL. I like to follow this up with either another 3B~RO or 4B~LO. Both of these moves come out at close to the same time as a BL KK would, so it can be hard for opponents to read.
Alright thats all for now, I'll add more later probably. Hope that even made sense.
-4B ~ LO
~ LO BK
This is the base string. If 4B hits, you are gonna wanna do this always. If 4B is blocked, the second B can be blocked and the K can be ducked. Luckily, the movement of the K makes it somewhat difficult to hit maxi with many TC moves, so the opponent is somewhat limited in punishment (still, you can't abuse this).
Strategy: I will usually toss this full string out there on block early in the match to gauge the opponents familiarity with Maxi. If they block the kick, I just abuse the crap out of the move and the frame advantage at the end. No contest really. If they duck the kick (or try and GI mid combo), things start getting interesting. I know they know when there opportunities for countering are, and that they are on guard for it. That is when I move to my other options.
~ PSL1 ~ BL
If your opponent has been properly trained with RO BK, this shift is pretty safe. The result of the shift is that you are standing very close to your opponent and you are in BL, which is Maxi's best mix-up stance BY FAR. From here, your best option is usually just KK. If they try and react to the shift, they will probably be too slow to interupt KK unless you were really predictable. If they block the KK, then they really know Maxi. In this case, refer to the section on RO A ~ BL for more tricky stuff from BL.
-3B ~ RO
Your best option is RO A ~ BL. This sets up your best mix-ups. You want to do this a lot. But what if your opponent ducks RO A? Well, that is where the first set of mix-ups come in. Now there are several ways that the opponent will try to get under RO A, and they all (maybe not all, but most at least) have different counters.
1)The opponent blocks 3B, then ducks RO A, then attacks right after the move.: Try doing a RO AK. The kick will interupt any attacks coming after the RO A.
2) The opponent blocks 3B, then immediately counters with a beefy TC move (which goes under RO A). : throw out RO B after 3B. This will most likely counter hit the opponent, resulting in a high damage combo. Just throwing this out once will usually discourage the opponent from trying that again, but if they do, do it again.
3) The opponent blocks 3B, then uses a quick TC move (like 2A). : Use RO K[K]_KA. This will hop over the opponents counter attempt and hit them for a high damage combo. Usually, this will stop them from trying this again.
RO A ~ BL
Ok, now that we've got the opponent to let us actually access this part of our game, we can start with the fun.
Options:
1) BL KK
The low threat. Against less experienced players, this is the move of choice usually. Good damage and knockdown. Against better players, this almost becomes expected, so you will use this a lot less (you'll use option 3 a lot more).
2) BL A
This is for opponents who block RO A, then try to quickly attack with a fast attack before your next attack. This will catch most counter attempts, and results in a fatty combo on CH. If even this move is too slow catch their attack, just use RO AK to make the slow down and think a second before attacking.
3) BL ~ *5 -> Neutral stance
Oh what fun. Now that the opponent is all locked up waiting for the next attack, you can shift to neutral and start all over. This is great because it gives a pretty solid high low mix-up out of BL. I like to follow this up with either another 3B~RO or 4B~LO. Both of these moves come out at close to the same time as a BL KK would, so it can be hard for opponents to read.
Alright thats all for now, I'll add more later probably. Hope that even made sense.