Tutto MAXIMA dalla A alla Z, solo esperti

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view post Posted on 5/12/2008, 18:03




The Steam Vapor Robot: Maxima
(Character FAQ for Maxima on KoF '2002)
Version 0.9 on 27-10-2004

Unpublished work by Toxic (aka Toxic Avanger)
[email protected]
ICQ: 146473636

0.3 = Guide created.
0.4 = Tweaked here and there.
0.5 = Even further adds and guide finished.
0.8 = Tweaks and mistakes fixed.


--------------------------------------------------------------------------
00.- Index:
--------------------------------------------------------------------------

00.- Index: Use the number on the index to search for especific features
of the FAQ, for example using the search funtion of your OS,
for example searching for ' 02.- Why? ' will lead you to that
exact part of the FAQ... Wasn't that obvious?

01.- Legend: This does describe the special little nomenclature that I have
been using since I write FAQs.

02.- Why?: This describe the whole idea I base the FAQ on.

03.- Throwing Techniques: This descrises Makishma's normal throws.

04.- Command Moves: This describes the command moves that our robot posses.

05.- Special Moves: On this topics I have described in detail all of the
properties that I have found in Maxima's special moves.

06.- Desperation Moves: Here I analize every "Chou Hissatsu no Waza" that
this robot can perform. By the way, Chou Hissatsu no
Waza can be translated as 'super techniques of
certain kill' or 'desicive moments super
techniques'.

07.- Moves Details: Here I describe my experiences using every move that
Maxima-sama posses, from command moves to the DM/SDMs,
this is the real thing.

08.- Sample Combos: Here I listed the combos I have found for Maxima,
unfortunately nothing really interesting have come to
my mind.

09.- Guard Damage Table: Here I have posted and updated my researchs on
the Guard Crash feature.

10.- Character Bio: Here can be found the personal info of this NESTS
traitor, from his official bio to my very own
resume of his storyline and his seiyuu.

11.- Character Dialogs: Here I have listed the words used by this warrior,
since I don't have any knowledge on japanese this
is only a compilation of other people work, if you
do want to go indeep on this I suggest you to read
who they are on the credits section and search for
their works on GameFAQs.

12.- Character Post Battle Quotes: I have done some little research thinking
on Maxima's post battle quotes, here you can
check them all.

13.- Personal Take: My own personal stand when playing this character.

14.- Credits: Here I do mention the people who have indirectly contribued
to the creation of this FAQ, please do heed them as they might
have interesting stories to tell you.


--------------------------------------------------------------------------
01.- Legend:
--------------------------------------------------------------------------

A = weak punch
B = weak kick
C = strong punch
D = strong kick
cr = crouching
cls = close standing
far = far standing
~ = quick button press
* = autor comments
# = counter wire attack
+ = super cancel
fwd = foward
df = down-foward


--------------------------------------------------------------------------
02.- Why?:
--------------------------------------------------------------------------

BECAUSE I SO BLOODY WANT IT!!

No, wait, that's not correct; the reason I have for doing this guide it's
only and mainly because I like to write XD, also please do note that within
the KoF I also like Maxima; so in teory it's a simple 1+1 in wich I join two
hobbies of mine.

Speaking of wish I must say that the reason that actually made me play
Maxima in the first place was that he could use autoguard with normal moves...
The first time I saw the AI using the guards I was stunned, I never thought
that SNK would do something even remotely original like making a character
a "autoguard based" character... So I was set; I learnt how to use autoguards
and with mmmmmaaaaaaannnnnyyyy practice I became one of the most hated players
of my city... The few times that Maxima was to fall defeated K' was there to
fill the void XD.

Game play wise 2002 is a v.e.r.y. good year for Maxima; In 2001 Maxima was
a little faster and could do more damage easily with the Super Cancel but
almost every autoguard was one; what made the character original in the
first place went gone, I was so 'flusterated' (blame Fatal Fury Special for
this one XD). Even though you could do so nasty long things with the strikers
the fun was 'almost' gone; there it was no thrill to it... Fortunatly things
DID changed when 2002 arrived, Maxima was not only faster but the autoguards
remained there, they throwed a few random useless moves and then the character
was set... If by this point you can not graps what it is the persona of this
character I do invite you to inmerse theeself in these words and learn from
several of my experiences.

Shall we proceed?


--------------------------------------------------------------------------
03.- Throwing Techniques:
--------------------------------------------------------------------------

Dynamite Drop:
Normal C throw, the escape window that the enemy as is somewhat big;
Maxima will slowly kick his enemy away.

Choking Vase:
Normal D throw, it has the same escape window than the prior throw;
with this throw Maxima will choke his enemy swapping sides; the enemy
falls right next to you and can't roll recover.


--------------------------------------------------------------------------
04.- Command Moves:
--------------------------------------------------------------------------

Move name: Mongolian
Move command: fwd + A
This move by itself is an overhead; this move alone has two special
characteristics: the first one is that does leave you open to a ultra
fast punch or kick with long range attack and the second is that this
move can be super canceled without any cost (not to mention the cost of
the DM, of course). If you choose to super cancel the move your only safe
bet is the Maxima Revenger DM throw; but in order to do that you have to
be close...
If you cancel into this move it lose all of it's special characteristics
but it becomes cancelable.

Move name: M9 Kata: Maxima Missile (Shisaku)
Move command: df + C
Notes: 'Kata' means "type"; 'Shisaku' means "experimental"
This move is "neutral" it can be blocked by anymeans; the issue of this
move is that it's cancelable and that if the enemy was on the air they
will suffer a small vulnerability window that you can exploy.


--------------------------------------------------------------------------
05.- Special Moves:
--------------------------------------------------------------------------

Move name: M4 Kata: Vapour Cannon (Kata -> type)
Move command: Qcb + A or C
This move is slow to come out but it has several advantages for you to
exploy... This move is a counter wire attack, it has a very long range
and will always knock down the enemy. Even though the enemy takes a long
time to recover from this move if blocked you are still on danger if you
are in range of the enemy and they have "light speed" attacks; so the more
distance there is between you are your enemy the safer you are and just
like every other move from Maxima the weak version is quicker than the
strong one.

Move name: M11 Kata: Dangerous Arch (Kata -> type)
Move command: Hcf + B or D
This is a special throw; but this is not your usual special throw; this
throw as a lot less range than the typical special throw; in order for
you to use this you have to ACTUALLY be next to your enemy.

Move name: M19 Kata: Blitz Cannon (Kata -> type)
Move command: Upc + B or D
This move is thought to be a "anti air special throw"; this move can't
throw a standing enemy unless they are obscenely big. Even though this
move as "very good values" while on air is still possible for the enemy
to knock you out of it if they posses long range air attacks that hit
"deep" (think of Ramon's jumping D or Goro's jumping D).

Move name: System 1: Maxima Scramble
Move command: Qcf + A or C
Well, according to SNK/Playmore the A version of this move is called
System 1 and the C version is called System 2; but I believe that they
are just damn too lazy to change the move name (in KoF '99 these moves
did lead to different follow ups, thus they had AND deserved different
names; in this game we face a different case).
Well, enough of the useless tidbit; the A version of this move is
probably one of the quickest short range reprisals you can resort;
it's as quick as a weak attack and it has more range than a weak
attack. Sadly enough this is not enterely true for the C version
since it's a little bit slower. Since the A version of the move is
as quick as a weak attack you can combo it from weak attacks wich
makes of this a very nasty resort.
Please keep in mind that this move has a follow up.

Move name: Double Bomber
Move command: Qcf + A or C
As mentioned before this is a follow up of the Maxima Scramble move;
please do note that you can't mix buttons; I mean if you did the
System 1 with the A button you have to do the Double Bomber with the
A Button, the same applies with the C button.
Since this is a granted follow up there is almost nothing to say;
this move is super cancelable and has another follow up, also you
can cancel this move freely in MAX mode.

Move name: Bulldog Press
Move command: Qcf + A or C
Of course this move is only available if you didn't choose to
super cancel the prior move; just as the Double Bomber you can't
mix the buttons you are using and by this point you should know
that the C version does move damage.

Move name: System 3: Maxima Lift
Move command: Hcb + B or D
This move is your typical "run in like a truck" grab; even this move
is fairly fast since Maxima is too big and since he doesn't use his
normal running frames is fairly easy for the enemy to foresee this move;
there are only two types of players that can eat this move: Those who
thinks that this move needs to be bloqued and those who are to darn
slow, of course that the strenght of the button determinates the lenght
of the move.

Move name: Centoun Press
Move command: fwd + B or D
This move is a follow up of the Maxima Lift; but actually this move
can be used for two purposes; it can be to follow up the Hcb + kick or
to cancel it. If you are planning on following it up be warned that
this follow up is not granted by any means, the enemy can roll recover
from it with ease and you are completely vulnerable from the move.
If you rather choose to cancel the move the prior move won't hit and
you'll still perform the centoun press; doing this will make both moves
fail but you are completely invulnerable while on the floor... Sound
useless?? This cancel has highly strategical value and I find it way
more useful than doing nothing after the System 3.
Fun fact: In the KoF 2000' US PS2 game this move is translated as
"centon press", "sent¢n" even thought it's not properly a word in spanish
could mean "person who sits down (a lot)" .


--------------------------------------------------------------------------
06.- Desperation Moves:
--------------------------------------------------------------------------

Move name: M2 Kata: Maxima Beam (Kata -> type)
Move command: fwd, Hcf + A or C
This is Maxima's most damaging move and it's also the hardest one to
land... Unlike what could seem logical the A version does more damage
than the C version; the A version can make up to 50% damage on counter
hit but the move is so damn slow that you could wish that this would be
unblockable.

Move name: Bunket Buster
Move command: Qcf, Hcb + A or D
This should be your main "self defense" move; even though this move has
a considerable lag when starting and ending this move is still useful;
this move posses autoguard at the beggining and at the end; the enemy
still has an "open window" at the beggining and at the end. The open
window at the beggining is almost impossible to take advantage of; the
open window at the end is easy to take advantage off but the enemy has
to know where is it, it sounds safe but it's still risky.
The A version of the move will make Maxima land near; the C version of
this move will make him fall almost at the over edge of the screen.

Move name: Maxima Revenger
Move command: Hcb x 2 + B or D
This is your standard DM throw (yes, standard; it has the "normal" long
range that most DM thorws do); so there is nothing to explain here;
please note that this move can be performed as MAX.

Move name: Arc Enemy
Move command: fwd~B~C~fwd~C
This is your "hidden" SDM; this move will use the same frames as the
System 3: Maxima Lift and will share the same properties; after that
the rest is granted, so there is no hard science to it, You can still
see this comming a mile away. At least it seems that you can't be
hit during this move.


--------------------------------------------------------------------------
07.- Move Details:
--------------------------------------------------------------------------

- Well, I can't recall if I have listed them already; but your autoguard
normal attacks are the cls C (before the first punch comes out); the
cr C; the far C; the cls D and the CD... The ones where the autoguard is
easy to pull out are the cr C and the far C; the CD is average and the
cls D is hard... the cls C is mostly a random thing because since the
punch is quick you will pull it out most likely if you tap in a dangerous
situation, you either pull it out or get yourself creamed ;). Remember to
combo after the moves if possible; I have found that a counter autoguard
CD into Upc + D works more than it should. Also against some short jump
corner traps you can pull out a counter autoguard cls C; df + C into the
Upc + D and leave the crow screaming your name. Also, if the enemy wants
to slap fight then you must worship those weak punches, jumping, crouching,
standing.... They are all good.

- Against short jumps you have two reliables defenses: the most certain
one is a far standing A, this is due to Maxima's great size that his
standing A is very high and thus it could stop easily short jumpers.
The other is a really anticipated df + C, but I'll look on to that
later.

- On air to air fights you best bet is a jumping A, being a CD the second
best and a high jump C the third choice. On air to grounds battles a high
jumping D is the best as it can hit enemies that sweep you. The high
jumping C is mainly for cross ups; but if the enemy gives a low attack
when you are inputting this attack BE CERTAIN THAT YOU WILL BE HIT FOR
SURE.
The neutral hih jump B is really great move because it hits right beneath
you. For example you can neutral high jump and at the highest point give
a B; if the enemy blocked & breaked his guard with CD odds says that he'll
be left open (unless his CD gives an upward attack); in a similar fashion
if you neutral jump with B at the lowest high you will stop sweep attempts
by the enemy.

- Remember that the Mongolian can be super canceled by free cost; right?
Well, that sounds good but sadly enough the mongolian can be saw a mile
away and the super cancel must be done somewhat quickly; so you can't
really disern if the enemy is blocking or not. Both ways if the enemy
is block the Mongolian you are meat.

- Some rants abour the df + C 'Maxima Missile':
This move is really fast; but what keeps this from being an abusable
move is that small characters or characters who crouch into a very
small position will evade this move with no sweat. For example an
enemy who runs foward and attack standing could be easily be stopped
with a df + C, Qcb + A combo. But if the enemy runs to you and gives
a cr B then you are in for the pain; as odds says that the cr B will
hit you either because it's faster or because the enemy croched under
this attack.
Also you could think in using this asset as an anti-air but be warned
though; for this move to as anti air must be done with A LOT of
anticipation, because the attack must hit before the enemy attack comes
out. Given the huge size of Maxima if the enemy managed to launch an
attack odds says that he either beat you to it or you will trade hits;
so if you want to stop an air enemy a lot of guessing is in due order.
If you managed to land a df + C counter with the enemy in the air you
can put another free attack easily; here you got two choices: connect
a vapour cannon (easy) or run and connect a df + C, Upc + D combo (wich
does a lot of damage but it's not that easily granted).
If you land a df + C with the enemy on the air and it didn't 'mark' as
couter your best is to roll foward and Upc + D; that will be something
like df + C, foward A+B, Upc D, sometimes this huge amount of damage is
worth a stock...

- Perhaps it will not be so at the beggining; but in time one of your
mains worries will be enemies that expend a stock rolling behind you.
for example Maxima's most reliable combo will leavy you defenseless if
if the enemy blocks it and roll; in particular any combo that uses the
Vapour Cannon, that roll will made meat of you if the opposition does
it before the Cannon is blocked.
And also be careful; because the vapour cannon has ABSOLUTELY NO
PRIORITY AT ALL! if you input the cannon and the enemy was or is
launching an attack you WILL be stopped for sure; the only chance you
got to use the Vapour Cannon and take advantage of the counter wire
attack is to guess an enemy move. You have to guess a short jump or
a special move; this is only 100% guess because if you want to stop
an enemy short jump you have to input the Cannon a few mili-seconds
BEFORE he inputs up. Other moves that you should try guess is fireballs,
but you have to guess the move so early that you must hit the enemy
befores the fireball travels any distance, just like the case before
you have to input the canon almost a second before the enemy inputs
his attack; and even so this is almost impossible to achive against
really fast characters like Athena. To make this short: Using the
counter wire attack feature of the cannon is THE MOST risky bet with
this character. The reward?? The A vapour cannon, df + C, Upc + D
combo takes 50% on normal stamina characters with the counter wire
attack. Even a Vapour Cannon x 2 combo takes 38/45% of the enemy
health.
Well, even though this move has a lots of cons and implications this
move is THE BEST bet after a succesful strong hit at any distance. For
the record when you are in close range both cannons have the same speed;
but when you are far the A cannon is faster than the C one and when you
are far both versions do the same damage.

- Well, aside that this throw as a very short range (wayyy shorter than
any grapple character) there is a lots of set ups that you can do with
this throw. For example let's say that you foward roll an enemy far
standing attack; then you have the advantage but nothing is granted,
so you should, in teory, go for the throw, but against cunning
enemies you will have many troubles if you go for the throw, because
most veterans can "smell" throw situations and they will jump to evade
it; against such foes I have found that instead of go for the throw you
better input the upc + kick anti air move to stop the enemy when jumping.
But even if you go for the anti air, there is still danger that they'll
jump back attacking and most likely they'll stop you. That's unlikely
on veterans because they will go for the combo, but you better know
that even here there is something against you. This trap is powered up
on the corner because if they jump nothing can save them from the C
Bunket Buster in normal circunstances. Of course once you have stopped
many jumpers THEN you could go for the throw... As I said this is better
with experienced players, against weak opponents you could try the throw
in the first place.... Know who you are dealing with.

- Upc + K, this is Maxima's anti air throw. You should know that this is
NOT a 100% efective anti air; strong moves and lack of anticipation will
tender this move useless in seconds. Your main use for this move is for
your throw set ups and some limited and powerless corner - cross up
traps... For the throws traps you should in teory already have read
them; but for the corner traps let me explain: Normally you can't go
through the enemy or share is standing place, but with this move you
can... What's so good about this?? Well, this trap is easier on the
corner but it can work anywhere with precise timming; input this move
when the enemy is standing up and try to fall in top of them and almost
behind them, since with this move you can go through the enemy you
will share his place. Now the game will screw up a little and if the
enemy attacks the attack will come out aiming for the other way; sadly
since Maxima is big the attack will most likely connect... So what's
the use of this?? well, you switched places with the enemy, so the inputs
are inversed, this will be of much use if the enemy doesn't know that
you have switched places they will input wrong commands and that's your
chance to DM throw them or combo. This is a very specific trap that
will not work in cases when the inverse input can also combo or if
the enemy realized that you switched sides with him. Also there is a
chance that the game screw ups even more and the reverse inputs come
out facing your way. I don't think this trap is neat, but boy have I
won some matches beautifully with this... Your best set up is a Maxima
Revenger or a corner Vapour cannon, since the enemy can't roll recover
from them. Of course even though this is not a perfect anti air it can
still be used like a semi decent anti air with enough reflexs; I have
stopped many K9999s & Leonas with it.

- Well, from the Qcf + Punch moves I strongly suggest you just stick to
the A version of the move since it's a lot faster. This is one of your
fastest moves but sadly is not truly a safe move, but many players are
ignorant that there is an openning to exploy after they block this move,
so you can consider yourself safe if that's the case on your arcade...
If that's the case then I recommend using cr A into Qcf + A a lot, since
that simple follow up can lead to many mind games. For example my main
forms of attacks are that (cr A -> Qcf) or just a cr A. Then once in a
while use cr A, small delay, cr A -> Qcf, odds says the the enemy will
not know this set up and they will get smashed in if they tried to
attack you after the first croucing jab. Further move only use one Qcf,
and then, only once in a while use it's follow up and odds says that the
enemy will eat up the move because they where trying to do something.
These set ups require you to tame your enemy, for you to force them
into it. You need to recognize when the enemy is "hungry" and will try
to exploy any chances to attack. Since the follow up is super cancelable
you can get great damage from this set up, the double bomber follow up
will leave you sadly open if blocked and if you try to use the same
traps from the second follow up be warned that they are not that useful.
Against slow enemies you can do easily blocked Qcf + Punch x 2 and then
Maxima Revenger throw DM... By slow enemies I mean enemies who think and
react slowly, not slow characters.

- The Hcb + Kick throw is V.E.R.Y. easy to recognize and dodge, but in
order to make it a little less predictable you should throw a df + C and
cancel it on the Hcb + Kick, that could make the enemy buy the move... I
have see it happen. Now if the move hits IT'S A DARN SHAME but the
follow up it's not granted (except on the corner, I think), but you
can do a little of mind game with it. Just input the follow up really
fast and Maxima will perform it but it will miss. What's soo good on
this, you say?? well, if the first hit miss then you will be INVINCIBLE
when doing the follow up (if the first attack hits and they dodge the
second one, you are meat); so if the enemy was trying to do something
tasty on you because you where "open" anything they'll try will miss
and if they failed a move that takes to long to recover (DMs or something
to that extent) you will have a Maxima Revenger granted or a combo, it's
up to the mistake they make. Of course that if the enemy didn't attack
of they did something quick like light attacks they will realize the
trap and it will be futile.

- The fwd, Hcf + Punch DM is Maxima's worst adition. It's not only almost
impossible to land, it could also get in the way of others inputs that
you do, for example on a bad stick when you try Qcf + A x 3 you could
get Qcf + Punch x 2 and the DM + a gigant head ache. The only kind of
use you could try for this move is inputting the A version simultaneosly
to an enemy high jump, but even that it's too much luck & character
dependant.

- Well, the A Bunket is your main defensive move but it needs a lot of
anticipation, but it's fast enough to punish an enemy if you input it
simultaneosly to an enemy far standing C attack. The second hit of the
A version will miss if the enemy is cornered in any normal circunstance;
but the C version hits on the corner. You can, however; do some decent
set ups with the A version in the corner; for example you can connect
the A version and right when you can move input the Maxima Revenger
throw DM; if the enemy roll recovered and attempted an attack be certain
that they will be throwed ;)

- Well, for the Maxima revenger throw DM.... If you can't do basic throw
traps then you should forget playing a hard to learn character like
Maxima. The SDM version hurts.

- About the Arc Enemy "hidden" SDM... I find this move easy to foresee
and that it does low damage if you put it next to Maxima's SDM, so I
can't really advise the use this move like if it where a useful one XD
When using this move Maxima can't be hit while he is dashing, but he
can be hit between the dash and the throw... Pretty sad matter if I
must say...


--------------------------------------------------------------------------
08.- Sample Combos:
--------------------------------------------------------------------------

Independent low combos:

- cls B; Hcf + B.
* Easy.

- cls B; df + C; Qcb + A.
* Your basic combo, be careful with characters that can duck the
df + C when blocked.

- cls B; df + C; Hcb x 2 + D.
* DM version of the combo listed above, same from up there applies
except finishing the combo when the opposition is blocking.

- cls B; fwd + C; Qcf + C x 3.
* This combo is character especific, but it works against almost
every character... Of course you can super cancel the second
Qcf 'double bomber' move.


Independent combos:

- cls C (1 hit); fwd + A; Qcb + C.
* Your main mistake punisher and perhaps your main pressure combo, unless
the enemy realizes the 'empty spaces' that this combo produces (after
the second and thrid hits there are space that the enemy can take
advantage off, but most enemies doesn't realize that).

- cr A; cr A; cr A; Qcf + A x 3.
* Normally you should use just one cr A; but when close and if confident
you could do up to three punches; as usual you can super cancel the
second Qcf move.

- cr A; cr A; df + C; Qcb + A.
* I actually got props when I do this combo, it's hard to believe since
it's so simple and so easy.

- cls D; fwd + A; Hcb x 2 + D.
* The cls D is slower than the 1st hit of the cls C; but it does inflict
more damage. Of course this combo can be performed as MAX.

- cr C; Qcf x 2 + C, Qcf, Hcb + A.
+ This basic combo uses the super cancel feature.


Max mode combos:

- cross up C; cls A; df + C, Max mode; run; far A, Qcf + A x 2; Hcb x 2 + D.
+ This combo uses the super cancel feature.
* After the cross up C the enemy must be hit from behind; even then it's
character dependant, if the Maxima Revenger is a SDM this it wastes
4 bars and is a 98% combo on weak stamina characters and something like
94% combo on strong stamina characters.

- fwd + A, max mode; cr B into Qcf + A x 3.
* This combo is mainly a set up, you either use the low quick or
another fwd + A, either way you can super cancel the combo.


Corner combos:

- cls C (1 hit); fwd + A; Qcf + A x 3.
* This combo is mainly thought for a cornered enemy; but it also
works anywhere if you catch the enemy from behind, but it's
character dependent; of course you can super cancel this.



--------------------------------------------------------------------------
09.- Guard Damage Table:
--------------------------------------------------------------------------
Ever since '96, the KoF saga as featured the Guard Crush possiblity, but
Guard Crush isn't something based on magic as most people think; like any
thing made by the man, Guard Crush has its logic and "modus operandi", only
that this time around the game actually shows you when your guard is
reaching a critical point.
As I have been saying since I got Internet, guard crush doesn't depend on
the character that blocks, it depends on the attack that gets blocked; here
I will list Maxima's attacks that damage the guard in a greater degree.
Misunderstand me not, even though Guard Crush is a useful feature to the
offensive player is not something you should memorize or should base your
whole gameplay on, but in certain cases it can be useful, for example my
record is to successfuly produce Guard Crush 3 times in a round; I mean,
my main objective is for you to have an rough idea what attacks produce
guard crush more oftenly.

For example if you see the enemy's life bar blinking it mean's his guard
is at something of 20 or 15 %, so if you see that do something that does
more guard damage than 20% and then you got your chance. If the enemy is
being annoying when they are on low guard percent then you be annoying
with 10% or so guard damage attacks.

- far C = 11 %
- cls D = 17 %
- CD = 09 %
- cr D = 11 %
- Qcb + C = 09 %
- Hi jump foward C = 10 %
- Short jump C = 10 %



--------------------------------------------------------------------------
10.- Character Bio:
--------------------------------------------------------------------------

Bio:

Alias: Maxima
Real Name: Unknown
Fighting Style: "Type M" Fighting Techniques [*]
Birthday: March 2nd 1971
Age: 30
Nationality: Canada [**]
Blood Type: A
Height: 204cm
Weight: 204kg
Hobby: Motorcycle touring [***]
Favorite Food: Anything [****]
Best Sport: Rugby
Most Important: His sideburns
Dislikes: Fermented soybeans (nato), people requesting
his opinion

* Formerly reported to be "M Type grapple style". *
** In teory the issue of Maxima being Canadian is a lie. **
*** In the american version his hobbie is Cycling, in the japanese is
'Bike Touring (on his Excelsior Henderson [Super X])'. ***
**** Stated as "Anything sweet" in the japanese profile. ****

The voice of this character is done by Katsuyuki Konichi

Palette Swaps:

A = Dark blue leather biker suit, White armor, Blue shirt

B = Black leather biker suit, Red armor, Dark grey shirt

C = Black leather biker suit, Yellow armor, Vanilla color shirt

D = Purple leather biker suit, White Armor, Wine color shirt
All colors seems to have almost the same skin tones, D button is
my favourite for the record


Story:

Well, since the start Maxima has being shown as K's best friend and almost
his body guard and sadly through out the game has never managed to show
anything more than that; we know that Maxima is a smart fellow and that he
dislikes NESTS because they casued the death of one of his friends; but
aside of that Maxima hasn't evolved at all in the storyline and you can just
see a small part of his personality through the game. So in order to further
increase the level of detail I advise you to check my K's FAQ and read this
very same section on that FAQ.


--------------------------------------------------------------------------
11.- Character Dialogs:
--------------------------------------------------------------------------

At first is the offical translation speech, after the slash is the
possible and not too correct interpetation.
Within brackets is the speech that I hear, I can some what recognize
but I have no idea of how it's written.
Damn it, Maxima is too damn quiet, and when he speaks he usually says
the name of his moves instead of personal quotes (Bunket Buster, Vapour
Canon, Maxima Revenger) fortunately he speaks a lot more in
2k3, sadly is too damn weak there, he could be considered the weakest
character of that crappy game...


Introduction speech:

Iku ze, abibo...
Here I go Buddy

Roll recover speech:

Chorui sei
That's too easy

Performing System 3: Maxima's Lift:

Iku ze
Here I go


--------------------------------------------------------------------------
12.- Character Post Battle Quotes:
--------------------------------------------------------------------------
Selectable Quotes
A button / D button
I am bloody almighty

B button
Dummy up, pal! I read you like a cheap novel

C button
Man, Have I got a pshysique! You can't touch me!

Character Specific Quotes
Maxima over NESTS team *must be full team*
Had enough; Then? It's checkmate!

Maxima over Kyo '99
So you're his... Oh well, it can wait.

Maxima over K'
You self-serving Sap! Leave things to me from now on!


--------------------------------------------------------------------------
13.- Personal Take:
--------------------------------------------------------------------------
Maxima is a very special type of character to play... He is kind of
passive / agressive character; you are slower most of the time, so your
main worry is trying to overcome the enemy pattern; you have to be really
neat to pin down a charater and beat the living lights out of him with
Maxima, it's not as simple as playing with Goro where you could damage the
enemy almost randomly; here you have to sweat every inch of energy that the
enemy loses..... Your reward?? Seeing Maxima in action can be really neat
experience to watch and even though he has a very basic move list you will
know that you are playing a character that requires great skill to play.

The main thing is 'Never lose your head', and remember, if players on your
town start arguing like 'Maxima is too damn fast', 'he does way too much
damage', 'that move is soo bloody cheap' it is not because the character is
cheap nor strong, there you got that it's your skill at work, there is
nothing given with this character, everything is work... Basically you have
to think like Maxima to play him....
-> Go for damage the damage and play it smart.

The main 'normal' Maxima will play as a 'I predict what you do punishing
you with strenght', but maybe, just maybe the enemy won't like the fact
that you chunk out 25% or 40% of energy because you read them, so they
could choose n.o.t. t.o. go crazy with the attacks, in this case you got
two types of enemies, those who are neat and will vary the tempo, the speeds
and their attacks AND those enemies who will turtle you with strong crappy
safe moves... against the first kind is a neat skill vs skill fight, against
the others is a pitbull fest against what you can improvize.... In either
cases your objective is to take the enemy to the 'I can read you' position,
and to do that you need a lot of practice, skill, patience and perhaps some
luck... Think that they are the 'lock' and you need to become the key, but
take your time to understand how to do so, this is not a rush down character
or a stupid tier.

Edited by Iori_Yagami - 5/12/2008, 18:51
 
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0 replies since 5/12/2008, 18:03   71 views
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