Uber1337
[10] Knight
With Maxi's huge move set, it can be hard to pick which moves to use. I thought it would be good to start a thread to talk about which moves you guys think are his best. I'll start with mine, ranked from 1 to 10.
1a) 4B ~ LO
This move is absolute money. Good for closing in on the opponent. Follow up LO B tracks surprisingly well. On hit, LO B is guaranteed and the opponent is forced to block the follow up K ( LO BK), which leaves maxi at +2 frame advantage (2A is uninterruptable after). On block, Maxi is at +7, leaving some room to loop after the opponent has been trained to fear 4BBK. Some notable mix-ups off 4B are PSL1 -> BL KK / BL A, PSL3 -> RO A, and PSL2 -> LI B / LI K. *note: The K in 4BBK can be ducked if the second B is blocked, so don't just throw the whole combo out recklessly. You can actually hit confirm that the first B hits.
1b) 2A
This is Maxi's main poke. In past games, Maxi had a good A and AA, but in this game its total garbage. 2A is just as fast as his A (i14), but it also hits duckers, Tech Crouches, and offers good frame advantage. On hit, Maxi is at +5, so you can go for a pretty safe throw attempt. This move is great for both keeping the pressure on your opponent and interupting your opponents attacks.
3) 3B ~ RO
This move is pretty much the replacement for Maxis B in past games. On Block, RO A is uninteruptible (by non TC moves). On hit, RO A is guaranteed. On CH, opponent is launched and RO B -> RC K are guarenteed (though i usually skip the RC K and instead either RC B or loop for pressure). This move is pretty good for wake up games. If you catch them teching, they will be launched, if they stand and block it, you get RO mix-ups. Does pretty good soul gauge damage.
4) RO A ~ BL / RO AK_[K]
A Maxi staple since SC 1. The move sidesteps to the right and at i13, this is one of Maxi's fastest moves. On hit or block, you can mix-up RO AK_[K], RO A -> BL KK / B, and RO A ->*5 -> Neutral stance attacks. On hit, you are at +13, so it wouldn't be so bad to loop here either. *note: RO is a high attack, so if you get too predictable, opponents will start ducking this or 2Aing you. You can discourage punishment by throwing out a RO K which will jump over low attacks and cause some pretty nice damage with followups on hit.
5) 33_99 bA ~ RC
A little slow, but if you can get this move out, it is very nice. On hit, the opponent is knocked down, which is great and all, but your really want your opponent to block. On block, Maxi is at +5 going into RC. From there, RC A will interrupt almost all but the fastest attacks. Most of these attacks that will interrupt RC A off of blocked 33_99 bA will be tech crouched by RC KK:K. I've found that a good place to throw this out is on wake ups after I hit BL KK. The range on this move is deceptively long.
6) 44AB ~ RO
Like 4B, this is another good move for closing in on the opponent. On hit, Maxi is at +8 going into RO, allowing for either RO mixups or loop opportunities. On block, Maxi is at -1, but the opponent is forced into crouch, so maxi can still push with some RO mixups.
7) BL KK
One of Maxi's few good lows. If the first kick hits, the second kick is guaranteed for some pretty decent damage. Careful about becoming to predictable with this, as this move is pretty punishable if blocked. Try mixing up with BL A to keep the opponent guessing. Notable lead-ins to this move are RO A ~ BL and 4B->PSL1 ~ BL.
8) Throws
Maxi has very few good lows, so i've found that mixing up some throws is a good way to get the opponent to think about ducking. As mentioned earlier, a great place to attempt a throw is off of 2A on hit. If your feeling brave, you can also try throwing out of your loops. If you train your opponents enough to fear moves like 4B->PSL1 and RO A, i've found that you can slip in some throws there. Try RO A -> wait for stance to end, throw; or 4B -> PSL1 -> *5, wait for stance to end, throw.
*note: don't try this off of moves ending in either LO or LI, as you must go through an extra stance shift before you enter your neutral stance.
9) 66A
Safe on block (*edit* though second hit can be ducked if first blocked), NC on hit. This can be good to slip in there when you think you can interrupt someone from afar. Also pretty good for wake ups. Can ring out. Not really much more to this move, just good to throw out there sometimes.
10) 6A ~ RO
Maxi's quickest way to close in on the opponent. Has very good range and speed (i15). On CH, RO A is guaranteed. On hit, Maxi is at +4 advantage going into RO. On block, Maxi is at disadvantage, so try not to throw this out unless you really think its gonna hit.
Other Note worthy moves:
aK ~ LO
This move i don't use much personally, but I probably should. Offers good frame advantage on hit and block, and forces the opponent into crouch. Not sure about how well this move tracks, but I believe its pretty good.
6A+B
Maxi's punisher. Has tech crouch frames and good range. Good if you wanna just damage your opponent after a whiff, however i usually find it is better to just go for a 4BBK instead. Both moves are the same speed. 4BBK does less damage to the opponent, but it ends with frame advantage allowing you to keep the pressure on.
Well, thats my list. Keep in mind that you can't just do these moves and expect to be successful. Maxi is a very mix-up based character and if you become predictable, you will lose.
1a) 4B ~ LO
This move is absolute money. Good for closing in on the opponent. Follow up LO B tracks surprisingly well. On hit, LO B is guaranteed and the opponent is forced to block the follow up K ( LO BK), which leaves maxi at +2 frame advantage (2A is uninterruptable after). On block, Maxi is at +7, leaving some room to loop after the opponent has been trained to fear 4BBK. Some notable mix-ups off 4B are PSL1 -> BL KK / BL A, PSL3 -> RO A, and PSL2 -> LI B / LI K. *note: The K in 4BBK can be ducked if the second B is blocked, so don't just throw the whole combo out recklessly. You can actually hit confirm that the first B hits.
1b) 2A
This is Maxi's main poke. In past games, Maxi had a good A and AA, but in this game its total garbage. 2A is just as fast as his A (i14), but it also hits duckers, Tech Crouches, and offers good frame advantage. On hit, Maxi is at +5, so you can go for a pretty safe throw attempt. This move is great for both keeping the pressure on your opponent and interupting your opponents attacks.
3) 3B ~ RO
This move is pretty much the replacement for Maxis B in past games. On Block, RO A is uninteruptible (by non TC moves). On hit, RO A is guaranteed. On CH, opponent is launched and RO B -> RC K are guarenteed (though i usually skip the RC K and instead either RC B or loop for pressure). This move is pretty good for wake up games. If you catch them teching, they will be launched, if they stand and block it, you get RO mix-ups. Does pretty good soul gauge damage.
4) RO A ~ BL / RO AK_[K]
A Maxi staple since SC 1. The move sidesteps to the right and at i13, this is one of Maxi's fastest moves. On hit or block, you can mix-up RO AK_[K], RO A -> BL KK / B, and RO A ->*5 -> Neutral stance attacks. On hit, you are at +13, so it wouldn't be so bad to loop here either. *note: RO is a high attack, so if you get too predictable, opponents will start ducking this or 2Aing you. You can discourage punishment by throwing out a RO K which will jump over low attacks and cause some pretty nice damage with followups on hit.
5) 33_99 bA ~ RC
A little slow, but if you can get this move out, it is very nice. On hit, the opponent is knocked down, which is great and all, but your really want your opponent to block. On block, Maxi is at +5 going into RC. From there, RC A will interrupt almost all but the fastest attacks. Most of these attacks that will interrupt RC A off of blocked 33_99 bA will be tech crouched by RC KK:K. I've found that a good place to throw this out is on wake ups after I hit BL KK. The range on this move is deceptively long.
6) 44AB ~ RO
Like 4B, this is another good move for closing in on the opponent. On hit, Maxi is at +8 going into RO, allowing for either RO mixups or loop opportunities. On block, Maxi is at -1, but the opponent is forced into crouch, so maxi can still push with some RO mixups.
7) BL KK
One of Maxi's few good lows. If the first kick hits, the second kick is guaranteed for some pretty decent damage. Careful about becoming to predictable with this, as this move is pretty punishable if blocked. Try mixing up with BL A to keep the opponent guessing. Notable lead-ins to this move are RO A ~ BL and 4B->PSL1 ~ BL.
8) Throws
Maxi has very few good lows, so i've found that mixing up some throws is a good way to get the opponent to think about ducking. As mentioned earlier, a great place to attempt a throw is off of 2A on hit. If your feeling brave, you can also try throwing out of your loops. If you train your opponents enough to fear moves like 4B->PSL1 and RO A, i've found that you can slip in some throws there. Try RO A -> wait for stance to end, throw; or 4B -> PSL1 -> *5, wait for stance to end, throw.
*note: don't try this off of moves ending in either LO or LI, as you must go through an extra stance shift before you enter your neutral stance.
9) 66A
Safe on block (*edit* though second hit can be ducked if first blocked), NC on hit. This can be good to slip in there when you think you can interrupt someone from afar. Also pretty good for wake ups. Can ring out. Not really much more to this move, just good to throw out there sometimes.
10) 6A ~ RO
Maxi's quickest way to close in on the opponent. Has very good range and speed (i15). On CH, RO A is guaranteed. On hit, Maxi is at +4 advantage going into RO. On block, Maxi is at disadvantage, so try not to throw this out unless you really think its gonna hit.
Other Note worthy moves:
aK ~ LO
This move i don't use much personally, but I probably should. Offers good frame advantage on hit and block, and forces the opponent into crouch. Not sure about how well this move tracks, but I believe its pretty good.
6A+B
Maxi's punisher. Has tech crouch frames and good range. Good if you wanna just damage your opponent after a whiff, however i usually find it is better to just go for a 4BBK instead. Both moves are the same speed. 4BBK does less damage to the opponent, but it ends with frame advantage allowing you to keep the pressure on.
Well, thats my list. Keep in mind that you can't just do these moves and expect to be successful. Maxi is a very mix-up based character and if you become predictable, you will lose.