[KOF Arena] Infighter with great grapple skills, "Maxima" review

Aiming to be the no.1 grappler, "Maxima"

 

Season 3 fighter, Maxima's ATK is low at 3,386, but he is very solid with 2,594 DEF and 39,938 HP. He has great grapple skills along with a great ability to connect skill combos with basic attacks. Maxima is as good as Orochi Yashiro, who is considered an S-tier grappler, and he's even better in close-range combat.

▲ If your mastery level is similar to the opponent, you can sacrifice little to gain big.


In-depth analysis of the "basic attacks" — The key to combos!

Elbow → Bunker Kick → Bunker Punch(2hit) → M-11 Dangerous Arch(Grapple)

※ Counterable with basic attack after guarding 2nd strike (Difficulty: Easy)

 

Maxima's basic attacks are formed with a paralysis effect on 1st-3rd strikes, and a grapple attack on the 4th strike. As the positions are swapped after the 4th grapple attack, when you're pressuring a cornered opponent, it's best to use up to the 3rd strike. As there is a chance to be countered between the 2nd and 3rd strikes, you should connect skills after the 2nd strike to pressure the opponent safely.

▲ Maxima's basic attacks : Like Shermie, the 4th attack is a grapple attack.

▲ The motion of basic attacks can be confused with skills, but a skilled opponent can easily counter between the 2nd and 3rd strikes.


In-depth analysis of the Q skill — "M4 Type Vapor Cannon"

- Knockback Effect
- When opponent is airborne, they remain airborne

※ Counterable with basic attack after guarding from close range (Difficulty: Easy)
Emergency dodge possible immediately after getting hit

 

This is a skill that launches a shockwave punch. Its range is longer than it looks, so it's useful when containing an opponent who is trying to approach. However, if you use it from too close, there's a chance that you can get countered. Like blast attacks, opponents can use emergency dodge right after being hit. It's best to use it to induce the opponent's emergency dodge.

 

▲ It's difficult to connect combos due to the knockback effect, but it's possible when you've cornered the opponent.
▲ In the corner, you can connect basic attacks after the skill.
▲ The opponent can use emergency dodge after getting hit, so Maxima can gain initiative afterward.


In-depth analysis of the W skill — "System 1 Maxima Scramble"

Dash strike(3hit) → Strike → Strike → Strike → Grapple(2hit)

- Standing effect
- Cannot use emergency dodge

※ Counterable with basic attack/skills after guarding 4th strike (Difficulty: Very hard)

 

Maxima Scramble is a great dashing strike-grapple skill. He dashes quite a long distance very quickly to strike, so it's difficult to instantly guard or dodge (roll). Since it's a skill that can take the opponent by surprise, you can gain the initiative in no time. Also, it has a standing effect, so it is easy to follow up with combos.

 

▲ The excellent forward movement makes up for the cons of dashing strike attacks.
▲ After guarding 4 strikes, the opponent can counter with basic attacks/skills before the grapple attack.

 

In-depth analysis of the E skill — "System 3 Maxima Lift"

Short dash grapple then strike(3hit) → Strike(4hit)

※ Counterable with skill after guarding 1st strike (Difficulty: Very hard)
Emergency dodge possible after grapple

 

Maxima Lift is a skill that grabs the opponent with a short dash. It is activated very quickly, so if you use it from close range, the opponent won't be able to deal with it.

 

▲ The grapple attack is very good, so even if you use it alone, it's bound to succeed.
▲ The opponent can use emergency dodge after the grapple attack, but it also ends up in favor of Maxima.
▲ Opponents can counter with skills after guarding the 1st attack, but it's very difficult.


In-depth analysis of the finisher (R) — "Bunker Buster"

Explosion(Airborne) + Drop(Airborne)

※ Escape+dodge possible during explosion and drop

 

The explosion and drop have to be connected for the finisher to be effective. If you use it from too far, you can only deal the damage of the drop. The opponent can avoid it by rolling, so you must use it from close. As the animation time is short, if the opponent doesn't have emergency escape, you can easily follow up with combos.

 

▲ To deal the damage of both the explosion and the fall, you must use it from close.
▲ If the opponent was outside of the explosion range, they could easily avoid the fall by rolling.
▲ Sometimes, even when the opponent was hit by the explosion, they can get away by rolling.
(Presumed to be a bug)

 

In-depth analysis of the ultimate (F) — "Maxima Laser"

- 9.6-second animation
- Sends opponent far after animation

 

Maxima Laser sends the opponent flying far away after the hit. You can't connect skills, so it's best to use it when you can K.O. the opponent.

 

▲ It's too bad that you can't continue combos as the opponent flies too far.


"Basic combo" based on skills unavoidable with emergency dodge

System 1 Maxima Scramble (W) → System 3 Maxima Lift (E, Cancel 2nd strike)

→ M4 Type Vapor Cannon (Q)

 

Like Kula, Maxima can also connect a combo based on skills the opponent can't use emergency dodge against. The key is to make the opponent airborne to connect combos. You can begin with Maxima Scramble, but even if you use Maxima Lift (E) first, which has an airborne effect, the opponent can't use emergency dodge.

 

▲ Opponents can't use emergency dodge against Maxima's basic combo.


Maxima's unavoidable "Death Combo"

Elbow (A1) → Bunker Kick (A2) → Bunker Punch (A3) → M-11 Dangerous Arch (A4)

→ System 1 Maxima Scramble (W, Cancel 4th strike) → Elbow (A1) → Bunker Kick (A2)

→ Bunker Punch (A3) → M-11 Dangerous Arch (A4) → System 3 Maxima Lift (E)

→ M4 Type Vapor Cannon (Q) → System 1 Maxima Scramble (W) → Elbow (A1)

→ Bunker Kick (A2) → MAX MODE(Z) → Bunker Buster (R)

 

▲ Use a solid death combo against an opponent who doesn't have emergency escape.

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