King of Fighters 99 Millennium Battle Maxima Guide v11.0 November 17, 1999 by Patrick Hwang email ph@ucla.edu ========================================================================== IMPORTANT NOTE In the last few weeks something disturbing has been brought to my attention. It seems that a KOF site, which will remain unamed, has been using one of my FAQs without asking my permission. This hurts me. I get nothing from writing these FAQs. I write this for my own enjoyment. These FAQs are for you guys to read and for your enjoyment too. Regardless of how good or bad my FAQs are, they do require an extensive amount of time to write. All i want is recognition for my own work. If you want to use this on your site, please go ahead, just let me know. In fact, you don't even need to tell me just as long as you give me credit. Now this site blatantly ripped off my FAQ and copied it word for word. He/she didn't even bother to change the words around. Oh well, on with the FAQ! Table of Contents ================= -Version History -Why Maxima? -Maxima Tidbits -Kof Basics -Maxima's Moves -Combos -Strategy -Credits and Thanks -Conclusion =============== Version History =============== v11.0, 11/17,99-It's been a while, update nearly everything here. This is my FINAL update on Maxima, time to move on to better things. v10.1, 9/27/99-Wohoo! fairly big up update. manly little changes here and there throught the guide. v6.1, 9/1/99-Okay I'm finally done with the guide, ready to be submitted v5.1, 8/23/99-Major update, still not ready to be submitted yet v4.1, 8/21/99-Late late night update...or should I say early early morning... v3.1, 8/20/99-Guide is nearing completness, still missing some information. v2.1, 8/17/99-More info added, still very messy. v1.1, 8/16/99-First ideas on the guide. Outline of the guide completed. =========== Why Maxima? =========== Why do I like Maxima so much? When I first saw Kof99 and Maxima, the first thing that came to mind was Brian (from the USA team) with armor. I laughed at him. As I started to play Kof99, I realized that all my favorite characters were gone. Shermie, Orochi Yashiro, Goro...the grapplers, they were all gone. In fact, the only true grappler that was left was Clark. But I hate Clark. Don't get me wrong, Clark is an awesome character, he's faster and has more 'throws' than Maxima. The thing is, I hate all the mainstream characters, thats why I never play Kyo, Iori, or K', and thats why I won't play Clark. Not that I can't, its just that I don't like playing any of the popular, albeit powerful characters. So Clark was definitely out of the question. Well, out of all the new characters this year, it looked like Maxima was the only thing close enough for me to call a grappler. Maxima wasn't terribly popular (yet, for that matter) where I played so I immediatley took a liking to him. As a grappler, Maxima is horrible, though he is damaging, his range is just simply horrible...maybe i'm just too used to the others like Shermie, for instance. Agagin, don't get me wrong, Maxima isn't bad, he's actually very good in the right hands, its just that he could have been better... UPDATE It's been a while now and I've been able to play with Maxima a lot more. I think I've grown to appreciate him. He still doesn't rank up there with Clark, but I find him one of the more interesting characters out there. ============== Maxima Tidbits ============== Place of Birth Canada Fighting Style "M Type" Grapple Art Age 29 DOB March 2nd Blood Type A Height 204 cm Weight 204 kg Hobby Driving Motorcycles Favorite food Sweet food in general Good sports Rugby Important thing His sideburns Hated thing Natto and people who want opinion Round Opening Kneels down and scans the opponent while adjusting his wrist saying "Yoooku mieruze..." "I can predict your next move...." Winpose A Stands straight facing the screen and flicks his left wrist, which emits exhaust. Winpose B Stands straight facing the screen and crosses his arms, then sighs. Winpose C Stands straight facing the screen and a lazer line scans up his body. Colour A Dark Blue, White and Blue Colour B Black, Gold and Red Seiyuu Katsuyuki Konishi Endquote "I read your moves like the funny papers!" ========== Kof Basics ========== dash forward F, F run forward F, F(hold) dash back B, B hop jump Tap U super jump qcf,u forward slide F+A+B backward slide, hop forwards B+A+B max roll Forward or Back+A+B(while blocking, uses 1 stock) slide attack slide forward then press A/B/C/D recovery roll A+B when landing summon striker B+C heavy attack C+D counter attack C+D(while blocking, uses 1 stock) Counter Mode A+B+C When you have stored three stocks, you may then activate Counter Mode. While in this mode, you can perform unlimited DM but they have longer start up time. You are also able to cancel your special moves into DM. You may also combo your sliding attack moves into special moves. A very good mode for characters that are good at performing combos. After this mode is over, you may not gain stock for a brief period of time. Armor Mode B+C+D When you have stored three stocks, you may then activate Armor Mode. The time Armor Mode lasts is significantly shorter than compared to Counter Mode. While in this mode, you may not perform DM/SDM. While this mode is activated, you will not experience hit stun. You will, in fact, still take damage, but you will not be pushed back. Sliding attacks will also knock down opponents. This is the ideal mode for grapplers. After the mode ends, you will not be able to gain stock for a brief period of time. NOTE you will not experience tick damage while in this mode. ============== Maxima's Moves ============== Standing ======== A Rating *** Quick, fast backhand jab. Has pretty good range for a jab attack. B Rating ** High side kick. A odd looking move. Maxima is performing a backdoor looking kick on his side. Hits about waist level. An okay move at best, not used too much. C Rating ** Big punch. A long ranged punc that is very slow but powerful. It looks like Zangief's standing fierce punch in Street Fighter Alpha 3. Has very good rang and also, this move has autoguard. D Rating * Big boot kick. Looks kinda like a kick wrestlers use on TV. Kick is extended outwards at about 90 degree angle. Very slow and NOT recommended. NOTE Its recovery is so slow that I have been nailed by K's QCFX2 DM after performing this move... CD Rating ** Double-fisted swing. Maxima swings his fist upwards in an arc. Looks like what a batter's swing as if he was swinging a baseball bat. This move is slow to come out but it does seem like he goes forward a tad bit during execution. I believe this move also has autoguard. Close ===== A Rating *** Jabbing elbow attack. Fast and quick. B Rating A low ankle kick. Looks like Maxima saw a spider and steps on it. It has no use and is horrible. So bad that it gets no rating. I laughed when I saw this move. C Rating **** Backhand like move that hits twice. Great move, I have come to love this move. Gives you a lot of time to tag a move afterwards, i.e. Terry close C. D Rating ** Knee. A close knee to the abdomen area. Not too useful but it is comboable and you can command throw them after this move. Oh did I mention this move is slow? Crouching ========= A Rating *** Low jab attack. Crouching version of his standing A. B Rating *** Low Kick. A fairly long-ranged and quick attack. Good for poking opponents. C Rating ** Low chop. This move looks like a swipe attack, Maxima slices his hand across at an arm's length. Has auctoguard. D Rating **** Sweep. Maxima's sweep is a very long ranged sweep attack. Slow but one of the better sweeps IMO. Jumping Up ========== A Rating *** Jumping chop aimed at a 45 degree angle downwards. B Rating Double Footed Kick. This is a horrible and UGLY looking move. Maxima kicks downwards...picture something like Jhun's Down+B hop. Again, its so bad it doesn't even get a star. C Rating ** Headbutt. No comment. D Rating **** A very verticle kick. Great move. Jumping ======= A Rating **** Jumping chop. A jab chop aimed downwards at a 45 degree angle. This should be the move to use for hopping attacks to apply pressure on the opponent. B Rating * Jumping double knee. C Rating ****(regular) **(hop) Body Splash. A gaint body splash move similar looking to the one Zangief perfoms in the Street Fighter Only an okay move, it can be used to cross up. Note Hopping version of this move is the same as the jumping straight up one. Not very good to use. D Rating **(regular) *****(hop) Jump kick. The jumping D attack is a standard jumping kick that aims downwards at a 45 degree angle. It looks a lot like the jumping D that Goro had in KoF98. Because of the angle on this move, and the limited horizontal range, it is best used as a jump-in attack. NOTE The hopping version of this move is great. Same as the jumping straight up one. CD Rating ***** Air shoulder ram. Maxima is almost vertical with this move. Somewhat similar to Kyo's jumping CD attack. This move has good air-to-air priority. Command Moves ============= Mongolian Forward+A Rating *** Maxima performs what looks like a lunging hammer fist. Looks something like Ryo's forward+A, but with two hands. Distance is bad but he does go forwards a bit. The speed on this is also average, but it does seem to have some start-up time. This is your basic command move that can act as an overhead when performed alone, or it can be chained in combos for an extra hit. In addition, I find that you cannot chain this from a close C, you will miss since the distance isn't that great on this move. M9 Kata Maxima Missile DownForward+C Rating *** Another command move, Maxima performs an upwards punch aimed at a 45 degree angle. This move is very slow to come out but it seems that you may use this move as an anti-air if done early. Reminds me of Goro's downforward+C in Kof98, obviously not as great though... Oh yeah this move has autoguard. Throws ====== Dynamite Drop C Throw Rating N/A Maxima grabs you and does a double leg drop kick that pushes you off. Choking Vise D Throw Rating N/A Maxima grabs you and chokes you, then throws you to the opposite side. Special Moves ============= M-4 type Vapor Cannon QCB+A/C Rating **** Maxima extends his arm out and a blast of smoke comes out, much like a cannon. Reminds me of Heavy D!'s QCFX2 DM. The actual range on this move is extended a little farther than what it seems to be. The move seems to have a start-up lag so it is not recommended to be used up close. C version also seems to have a delay afterwards so always use the A version. This move has a high damage level. System 1 Maxima Scramble QCF+A Rating **** This move is similar to Brain Battler's move where he does his mult-version grab. Maxima's is better since he does move forward. In this first part, Maxima will do a mid level chop-thrust to the gut area. This is fairly fast to come out and can be chained from a low A. This is a three part move. Double Bomber (after System 1 Maxima Scramble) QCF+A Rating ***** Maxima will grab the opponent. Can't really see what he is doing at this time due to his excessive movement. This move is preferred over the C version because it deals more damage. Always use this instead of C. Bulldog Press (after Double Bomber) QCF+A Rating ***** This is done after the System 1 verion of the Maxima Scramble. Maxima will finish the move by grabbling the opponent in the air with one hand and slam them onto the ground. This move gets five starts in my book because it is freebie damage after you connect with the first part of the Maxima Scramble. Remember, free is always good. ) System 2 Maxima Scramble QCF+C Rating *** Same move as the A version, but the A version deals more damage overall, I dont really recommend this move. Skull Crush (after System 2 Maxima Scramble) QCF+C Rating ** Maxima will grab the opponent and slam them down to the ground. Must be done after the System 2 Maxima Scramble. This move can catch a juggled opponent since it can grab them out of the air. Centoun Press (Skull Crush) Forward+D Rating * While your opponent is on the ground, Maxima will do a flip and land on the opponent. This must be done after the System 2 version of the Maxima Scramble. Let me be the first to tell you that this move sucks. This move is horrible because you are required to time the move. If you do it too early, Maxima will miss the opponent and end up on his back, if you do this too late, you won' do it at all. Unless you enjoy messing around, do not use this. M-11 type Dangerous Arch HCF+B/D Rating **** This is Maxima's command throw. If you connect with this move, he will grab you and thenbackdrop you to the ground. This is his only command throw and the truth is, it sucks. There is very very little range on this move meaning you must be *really* close for this to connect, otherwise you will get the miss throw animation. Unfortuantely, since this is his only command throw, this will be *the* move that you should be concentrating on landing on the opponent. The damage on this is also high. Striker ======= Rating *** Maxima jumps out and performs his System 1 Maxima Scramble move. If he hits the oppoenent, he will grab and hold him. Note This move does no damage but he will hold you long enough so that you can get a free hit in. DM/SDM ====== Bunker Buster QCF, HCB+A/C Rating *** Maxima crunches up into a ball and shoots up, then he comes back down with an explosion. The SDM version is the same thing except it has "earthquake" properties similar to Chang's SDM. The only difference is that the "earthquake" takes place while going up, unlike Chang's which occurs while he is going down. To block this move, simply block low while he goes up, then block high when he comes down. If they are tricked by the "earthquake" Maxima will surely land on them, the same will apply if you are able to hit them while goin up. From what i can see though, if you are hit by the first part, you are still able to defend against the second part if you recovery roll from it. Most of the time, this will trick newbies and/or people that do not know about this move. After they find out, it is pretty easy to avoid. You can also delay Maxima's "take off" by holding down the button. In addition, Maxima has autoguard while he recovers from landing so there is no fear of being attacked. Try to avoid using this move out just for the heck of it, you can see this move coming a mile away. Best times to use this move is when the opponent is in the middle of attacking you or as a wake-up move. It has invinciblity frames on the way up. Maxima's Revenge HCB, HCB+B/D Rating **** This is Maxima's other DM, like all other grapplers, this one is a throwing DM which means the opponent must be close for this to land. Maxima will grab you and lift you up with one hand, then he will slam you down to the ground. Afterwards, Maxima will throw you up, a la Clark's Ultra Argentine Back Breaker DM. When you are about to land, Maxima will head butt you back up like what you would do to a soccer ball. In the SDM version, Maxima will head butt you up three times instead of one. This is what you should be using your stocks for since it is the more relaible DM. ====== Combos ====== Maxima isn't too great in the combo department. If you are a player that opts for characters with combos, Maxima is not your man. He does have a few combos though, not too many that will be too interesting. Concentrate more on getting close to do your damage. I will list the combos that I know of as of now. ^^^Close C, Dangerous Arch C, HCF+B/D ^^^Close D, Dangerous Arch D, HCF+B/D ^^^Low A, Maxima Scramble Low A, QCF+A X3 ^^^Low A, Forward+A, Maxima Scramble Down A, Forward+A, QCF+A X3 ^^^Close C, Maxima's Revenge C, HCB B X2 NOTE All combos are add and extra hit with a jump in attack It might be easier to show a flow chart, please note that this is a most basic flowchart that almost any character can follow. Okay I know its a very simple chart, but like I said, hes not a "combo" guy. Anyway, im sure you all know by now all the "simple" combos. Jumping C/D------------>Close C------------>Dangerous Arch l l l l -- System 1 Maxima Scramble-->Double Bomber-->Bulldog Press l l l l --System 2 Maxima Scramble-->Skull Crush-->Centoun Press l l l l --Maxima's Revenge Counter Mode Combos ^^^slide attack, System 1 Maxima Scramble, Double Bomber, Maxima's Revenge DM slide A+B, A/B/C/D, QCF+A, QCF+A, HCB, HCB+B/D. ======== Strategy ======== Since Maxima is a grappler, the best distance for him is close. With Maxima's lack of speed and somewhat limited amount of moves, he is definitely not a combo person. Besides the few combos that he does posses, his main move should be his command throw. His command throw is powerful and he only needs to land a few on the opponent to do some heavy damage. A few methods of getting close are to simply jump at the opponent and do nothing. The opponent will think that you are attacking and stand there and block. Upon landing, the opponent may try to do an attack on you, just simply perform the command throw and they will be thrown to the ground like meat. This usually will get sleeping opponents. Now that many people already know this, it will not work as much. Another way to get close fast is to dash/slide at the opponent. This will usually catch opponents that are doing a special move, etc. The thrid way that I usually fake the opponent out is with the new back dodge, forward slide move. By pressing back and A+B, your character will jump backwards and then forwards. This is especially useful since it is very fast. By all means you are not invincible while performing this move, but since it is so quick, opponents may not have time to react. One instance to use this is when the opponent is attacking you with a limited ranged move. e.g Ryo's fireball. By executing the move at the right time, you will dodge backwards, avoiding the move, then jump right back in their face, giving you an open opprotunity to grab them. Occassionally, I will dash at the opponent, and right before i get to them, I will do the dodge. Because they were expecting me, they might do a move , e.g an uppercut to him me. I dodge back to "sucker" them in, leaving them open, and a chance for me to do some damage. Maxima's poking game is horrible. Even his light hits are slow. My suggestion, stick to grabbing them instead of ticking them away. Counter Mode Vs. Armor Mode =========================== The new modes introduced in KoF99 are designed to give you a new game play. Counter Mode allows you to perform unlimited DM/SDM for about thrity seconds. The real beauty of this mode is that it allows you to counter special moves into DMs. This allows you to do insane damage by doing doing comobs and interrupting them with DMs. Unfortunately, Maxima lacks in the combo department. The lack of comobs really makes this mode useless for Maxima. The other mode is Armor Mode. In this mode, Maxima will be immune to hit stun, very similar to the Super Armor Zangief in Marvel Vs. Capcom. This means even if he takes hits, Maxima will still be able to grab the opponent. This is definetely a scary mode for Maxima. Unfortunately, this mode only lasts for 10 seconds. In addition, in Armor Mode, Maxima will not suffer tick damage. So that means if time is running out and Maxima is a little ahead in life, activate Armor Mode and turtle. hehe cheap but if you're desperate... winner neither Why neither modes? Because in 99, characters do not pass stock. This means that when a new character comes in, they must rebuid stock from scratch. This makes building up to three stocks a little difficult, and this usually means that by the time you do have 3 stocks your life will be very little. In addition, Maxima has a little more difficutly in building up to three stocks. Instead, I recommend you using your stocks for his DMs for damage and CD counters for those people that are overly offensive. Moves Breakdown =============== -Vapor Cannon QCB+A/C This Vapor Cannon move is very good. The A version should always be used because he suffers nearly no lag afterwards. This move is recommended to be used while the opponent is further away. Obviously, when he opponent is close he should be in the cluthes of the Dangerous Arch throw. This move has good range and is even greater in damage. This hits fairly high and because of this, I have been able to catch opponents as they try to jump away from it. Important note, this move should not be used close because at close range, you will suffer recovery lag. At further distances, the opponent will be pushed away. heheh A good move to play keep away with. -Dangerous Arch HCF+B/D when close Obviously, the Dangerous Arch is a damaging move. When the opponent is close, your goal should be landing this move. This move is very damaging. Remember though, the range on this move is horrible and Maxima's miss throw animation is especially long due to his slowness. Be sure it will connect or you might suffer a lot of punishment. -Maxima Scramble QCF A X3 The Maxima Scramble is a great move IMO. It is very similar to Brian Battler's move except it is not as complicated to execute. The A version is always preferred to the C because it does more damage. One thing to do is to perform this move when the opponent is close. If they are hit, finish the move for big damage. If they block the move, perform up to the second part of the Maxima Scramble and pause a little. If they are still blocking, you can then stop the move and perform the Dangerous Arch command throw or even the Maxima's Revenge DM if you have stock. You are able to do this because you will be extremely close to the opponent. If the opponent decides to counter attack, immediately finish the thrid part of the Scramble and nail them hard. NOTE I have found a use for the C version. The ender for the C version is an air attack, i.e. an overhead. You can nail sleeping opponents with this move if they just sit there and block. Also, you can slightly delay the flip kick mess with them. -Buster Bunker DM QCF, HCB+A/C I suppose the Bunker Buster DM can be used as an air counter if they are right above you, but that unfortunatley, is too unrealibe. The would have to be nearly over you for this to be effective. You could also use strikers to get them into this position. Kim, Choi, King, and others that launch them up can be used to acomplish this task. The SDM version is good but it will only trick the newbies and scrubs. Unfortunately, good players, or people that already know the move will be able to block it with ease. One thing though, the Buster Bunker DM is good for a wake up move so if they are over you when down, do it, they will most likely be hit because Big M here has autoguard both when launching and landing. Otherwise, concentrate more on landing the Maxima's Revenge DM. The damage on the other DM may not be great, but at least it is more reliable. ================== Credits and Thanks ================== - GameFAQs For accepting and displaying my FAQs - Japan Arcade For getting Kof early and having it for only one credit - Orbit Comics For having two Kof99 machines and staying open late - UCLA X-Cape Arcade For having the best damn joysticks - Peter pkim210@ucla.edu Thanks for all your help/input on Maxima - Gunsmith Wu-Tech Corp. http//w3.to/wu-tech Thnaks for letting me use the Maxima bio and other various information. All such information has been copied off of his excellent and highly detailed FAQ. And thanks for displaying my FAQ on your site. - Fabian Chung FabianC@oakley.com For you input on the Maxima counter mode combos. Thanks! - Douglas Shin penpen70@yahoo.com Thanks for pointing out the jopping C and combos. - Gamest Mook Vol.195 The King of Fighters 99 Graphical Manual - To everyon that has taken the time to read my FAQ. This FAQ can be viewed at the following sites - GameFAQs http//www.gamefaqs.com - Wu-Tech Corp. http//w3.to/wu-tech - Black Noah Isand http//blacknoah.cjb.net ========== Conclusion ========== Although I said this is my final update. Feel free to email me with imput or information. Who knows, I might update it sometime in the future. Take carez End === Patrick Hwang Copyright (c)1999