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    Maxi by GGaffney

    Version: 1.0 | Updated: 06/01/99 | Printable Version | Search Guide | Bookmark Guide

    SOUL CALIBUR
    
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    Strategy Guide V1.0	
    ===================
    By Giles Gaffney (Founder of Kung Fu Movies Website)
    mantis_fist_g@hotmail.com
    http://freespace.virgin.net/sheila.farmer/kfm.htm
    1st June 1999
    
    
    >>>>>>>>>>>>>>>>>
    TABLE OF CONTENTS 
    >>>>>>>>>>>>>>>>>
    
    1. HISTORY
    2. INTRODUCTION
    3. NOTATIONS
    4. STRINGS USING PURE SOUL STANCES 
    	4.1 STRINGS
    	4.2 JUGGLING STRINGS
    	4.3 SIDE-STEPPING STRINGS
    5. STRATEGY
    	5.1 FIRST HIT
    	5.2 TEST OPPONENT	
    	5.3 CLOSING THE GAP
    	5.4 FLOORED OPPONENT
    	5.5 ADVANCED STRINGS
    	5.6 8 WAY RUN
    	5.7 MISCELLANEOUS MOVES
    
    
    >>>>>>>
    HISTORY
    >>>>>>>
    
    V1.0 - 1st June 99
    -Initial release
    
    
    >>>>>>>>>>>>
    INTRODUCTION
    >>>>>>>>>>>>
    
    Welcome to my Maxi strategy guide. Maxi is a very complicated character to learn because some 
    moves can only be performed while in certain stances. This can be very awkward because in other 
    games, like Street Fighter 2, you are used to having access to a full set of moves at anytime. To
    get to some of Maxi's more deadlier moves, you will need to go through a number of different 
    stances called Pure Soul Stances. Learning how to string moves together via the Pure Soul Stances
    is the key to victory because it makes you surprising and unpredictable. In this guide I will not
    be covering every move or string but only those that I use in my strategy. If you are interested 
    in making up your own strings then I suggest you read one of the moves list. 
    With the coming of the Dreamcast version, I feel that there is too many moves lists and not 
    enough strategy. I may not be an expert but I hope to shed more light on Maxi, not just with the 
    Pure Soul Stances, but with an all round strategy. 
    Everything here is my way of playing and my opinions so you may not agree with me but many 
    beginners I've spoken to don't know where to start, at all, and are desperate for any help. This 
    FAQ is at least intended to help beginners learn their own strategy, if not mine. Hope you like 
    my guide! Shame about the ASCII artwork (hey, I'm new to writing FAQS :-) 
    
    
    >>>>>>>>>
    NOTATIONS
    >>>>>>>>>
    
    Here is a list of the Pure Soul Stances;-
    
    PRO - Pure Soul Right Outer 
    PBL - Pure Soul Behind Lower 
    PRC - Pure Soul Right Cross 
    PLO - Pure Soul Left Outer 
    PLI - Pure Soul Left Inner 
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >STRINGS USING PURE SOUL STANCES>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    To start with, here are some Beginner strings that are NOT used in my strategy 
    
    1. Perform ILLUSION LOW KICKS (d+K,K) which ends in a fully crouching position. Next, let go of 
    the joystick and finish with DRAGON SCREAM (K,K).
    
    2. Perform TWIN SNAKES (A,A). This move ends in PRC. While in PRC perform TIGER POUNCE (A) which 
    ends in a fully crouching position. Next, let go of the joystick and finish with 
    DRAGON'S BRAND (A+B).
    
    3. Carry out SNAKE BITE (B) which ends in PRO => DRAGON WING (B,B) which ends in PRC 
    => MARK OF THE BEAST (B).
    
    After familiarising yourself with those basic strings, 
    below are the selected strings used for my strategy. Practise them against the CPU before 
    learning the strategy.
    
    
    >>>>>>>
    STRINGS
    >>>>>>>
    
    1. A general string I use is STONE WALL (A~K) which ends in PLO then WING SOBAT (B,K). This 
    string looks pretty cool because Maxi finishes with a jump spin kick or something similar. All 
    hits are High so it's quite easy to block.
    
    
    >>>>>>>>>>>>>>>>
    JUGGLING STRINGS
    >>>>>>>>>>>>>>>>
    
    1. A quick way to launch your opponent in the air for a juggle is by performing 
    DRAGON POUNCE (K~B,K). While they are in the air perform SERPENT'S PLEASURE (A+B) for a 2 hit 
    juggle. This is really the only move I use for juggling because it does decent damage and cannot 
    be escaped.
    
    2. If you are close to opponent then the best way to juggle is by fully crouching and executing 
    ROPE DANCER (d/f+A,A,A) which ends in PRO then DRAGON POUNCE (K,K) and finally 
    SERPENT'S PLEASURE (A+B) for a juggle.
    
    3. If you are mid-range from opponent then the best way to juggle is to incorporate DRAGON POUNCE
    and SERPENT'S PLEASURE into an even bigger string;-
    TWIN SNAKES => PRC => TIGER POUNCE => ROPE DANCER = > PRO => DRAGON POUNCE => SERPENT'S PLEASURE.
    A,A -> A -> d/f+A,A,A -> K,K -> A+B
    
    4. Here's another way of juggling when in close;-
    STONE WALL => PLO => CIRCLE KICK => DRAGON SCREAM => SERPENT'S PLEASURE.
    A~K -> K -> K,K -> A+B
    Note:- CIRCLE KICK hits low, the first hit of DRAGON SCREAM launches the opponent, the second hit
    juggles them and hopefully you can carry on the juggle with SERPENT'S PLEASURE.
    
    
    >>>>>>>>>>>>>>>>>>>>>  
    SIDE-STEPPING STRINGS
    >>>>>>>>>>>>>>>>>>>>>
    
    I think that Maxi's best move is FURY KICKS where he kicks twice, really fast, once low and once 
    high. I've never known anyone to block both hits successfully. Getting to this move can be very 
    difficult though because you need to go through a few stances and moves where Maxi automatically 
    side-steps. The advantage of this is that he avoids a lot of attacks and tricks the opponent. The
    disadvantage is that the opponent can easily interrupt your moves and stances because Maxi moves 
    too slow. Below I've listed the most effective ways of getting to the FURY KICKS.
    
    1. Try FALLING DRAGON => ROLLING BITING UPPER => PLI => CANYON CARVE => PBL => FURY KICKS.
    K~B,A -> B -> B -> K,K
    Note:- In this string, while doing CANYON CARVE, Maxi will automatically side-step.
    
    2. If you are close to opponent then fully crouch and carry out ROPE DANCER => FALLING DRAGON => 
    ROLLING BITING UPPER => PLI => CANYON CARVE => PBL => FURY KICKS.
    FC, d/f+A,A,A -> K,A -> B -> B -> K,K
    
    3. If you are mid-range from opponent then try a more longer string to get to FURY KICKS;-
    TWIN SNAKES => PRC => TIGER POUNCE => ROPE DANCER => PRO => FALLING DRAGON => 
    ROLLING BITING UPPER => PLI => CANYON CARVE => PBL => FURY KICKS.
    A,A -> A -> d/f+A,A,A -> K,A -> B -> B -> K,K
    
    4. Here's another way which has more side-stepping;-
    SNAKE KISS => PLO => A => ROLLING BITING UPPER => PLI => CANYON CARVE => PBL => FURY KICKS.
    b+B -> A -> B -> B -> K,K
    
    
    >>>>>>>>>>
    >STRATEGY>
    >>>>>>>>>>
    
    You've learnt the above strings and so you're ready to learn my strategy. 
    
    
    >>>>>>>>>
    FIRST HIT
    >>>>>>>>>
    
    A good way to start the round is to perform RAGE OF PLEASURE (b+A+B). Maxi leans backwards for a 
    moment then springs forward with 2 strikes. If the strikes connect then they will shoot the 
    opponent high up in the air and towards the edge of the ring. This is one of the most spectacular
    moves in the game. While they are flying in the air, you run after them and as they land press K 
    for a guaranteed slide kick. When opponent rises, start performing FURY (B+K) and then 
    FURY CONTINUATION (Press B rapidly then press A). This move, again, shoots the opponent high in 
    the sky, but back in the other direction! Timing the A can be very difficult. You need to rapidly
    press B about 8 - 12 times before unleashing that final blow. 
    If RAGE OF PLEASURE doesn't connect then it will leave you fairly safe so I use it quite a lot as
    it looks amazing. I've had responses like "Wow, look at that guy with the nunchaku!" or 
    "You're just taking the piss now!"
    Note 1:- RAGE OF PLEASURE is so powerful that half the time it rings out your opponent, so when 
    doing the slide kick, you will follow too! You win though because they went out first.
    Note 2:- Sometimes the start of FURY can juggle your opponent and ring them out. This tends to 
    happen if they tech roll towards you.
    
    
    >>>>>>>>>>>>>
    TEST OPPONENT
    >>>>>>>>>>>>>
    
    Maxi can be a very confusing character. Next you want to test your opponent and see how well they
    block and how well they know Maxi.
    
    Try Juggling String 1 - DRAGON POUNCE (K~B,K).
    Does the second kick launch them? Try it again. If it does, then your opponent may not be 
    familiar with this move and so DRAGON POUNCE is the one to use, follow with the juggle. 
    If opponent blocks both hits then they are the type of person that blocks high most of the time 
    and may be familiar with Maxi. Use this next string;-
    
    Try Side-stepping string 1 - FALLING DRAGON (K~B,A).
    This is like a complete variation of the above string. Providing the second hit connects then you
    should be very successful with the whole string and so FALLING DRAGON is the one to use. 
    Supposing the second hit doesn't connect and you fail to make the next move, then you are going 
    up against a real expert who can spot any of Maxi's moves. I'm afraid I cannot help you, but 
    don't despair because that is highly unlikely and one of the moves should be successful, if not 
    the FALLING DRAGON.  
    
    
    >>>>>>>>>>>>>>>
    CLOSING THE GAP
    >>>>>>>>>>>>>>>
    
    Now you should have a good idea of the type of opponent you are dealing with and the main move to 
    use.     
    
    Get in close to opponent by carrying out SERPENT'S BANE (b+A,B~A,A,B). This is a 5 hit string and
    1 of the hits should knock down opponent, if not then you will finish, standing right next to 
    them. Immediately crouch and carry out either Juggling string 2 or Side-stepping string 2.
    
    
    >>>>>>>>>>>>>>>>
    FLOORED OPPONENT
    >>>>>>>>>>>>>>>>
    
    Once you've knocked your opponent down with a string, there's not much you can do with them on 
    the ground. Maxi has a special stamp move but it's not worth using that. What I do is wait for 
    opponent to start rising then charge towards them with RETURN OF FEAR (f,f+B). This is a slow 
    move but very powerful, if you get them with this then, brilliant, you've taken off some damage, 
    but what you really want is for opponent to block. This way, RETURN OF FEAR guard stuns them and 
    ends in PBL so you can go straight into FURY KICKS for a guaranteed hit and with good ring out 
    possibilities!
    Repeat again.   
    
    
    >>>>>>>>>>>>>>>>
    ADVANCED STRINGS
    >>>>>>>>>>>>>>>>
    
    Start using Juggle or Side-stepping strings 3. TWIN SNAKES is good for interrupting attacks and 
    TIGER POUNCE has good priority. Once you and your opponent are happy with that, try mixing up the
    rest of the strings like;-
    
    STONE WALL => PLO => WING SOBAT.
    A~K -> B,K
    
    or
    
    STONE WALL => PLO => CIRCLE KICK => DRAGON SCREAM => SERPENT'S PLEASURE.
    A~K -> K -> K,K -> A+B
     
    
    >>>>>>>>>
    8 WAY RUN
    >>>>>>>>>
    
    In-between strings and attacks, it's good to dodge via an 8 way run. When dodging a big attack 
    (while moving u/f) that has clearly left opponent open, press B+K for DRAGON CANNON which takes 
    off a lot of energy and has good ring out possibilities. 
    
    When moving d/f execute HURRICANE (B+K). If it knocks down the opponent then execute it again. 
    Once I got someone 5 times in a row with this. Sometimes I follow up with 
    BRANDING NUNCHAKU (b+A,B[b]) which is similar to HURRICANE but does even more damage and is 
    performed from a normal standing position.
    Mixing these particular moves up, looks really cool. 
    
    
    >>>>>>>>>>>>>>>>>>>
    MISCELLANEOUS MOVES
    >>>>>>>>>>>>>>>>>>>
    
    Spirit Charge un-blockables can be quite effective. 
    A+B+K,G => DRAGON CANNON (f,f+B+K).
    The DRAGON CANNON becomes un-blockable and is good to surprise your opponent if they are waiting 
    at the edge of the ring.