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    Maxi by whirow

    Version: 1.03 | Updated: 02/15/09 | Printable Version | Search This Guide

    
    Soul Calibur 4 (Console Versions for PS3 and Xbox 360)
        Maxi FAQ Version 1.03 (to sync with the current version)
    
    Made by Hiro
    
    Version history
    -----
    1.03 
    -----
    Was doing updates, then Namco suddenly announces version 
    1.03 coming soon~!~! drats... need to retest everything....
    Thank God Maxi wasn't changed.... much....
    *Added Soul Crush properties for some moves
    *Changed some notes for move properties
    -B+K:B:B:B:A makes opponent land behind you only if performed
    from a stun combo.
    -AA and BB isn't as unsafe as we thought o.O
    
    -----
    1.03A
    -----
    Was rather lazy to add stuff.....
    Decided to add in some info about his frame advantage 
    mixups and relooping moves for reference to anyone
    who wants to be more "freestyle"
    
    Never realised that on the 2nd set of PSL2
    BL goes into LO instead of RO 
    i gotta slap myself for not realising that
    
    
    Table of Contents
    -----------------
    I.Introduction
    II.Notations
    III.Movelist
    IV.Introduction to Pure Soul Loops
    V.Strategy
    VI.Combos
    
    I.Introduction:
    ok basically this is the FAQ for the SC4 version of Maxi.
    I've been playing Maxi since SC1, and since there's no FAQ for Maxi,
    I've decided to make one ^^
    Maxi has been one of the most misunderstood character since the 
    start of Soul Calibur history, mainly because most new players tend
    to mash alot using him, and despite not knowing what is happening, 
    "cool" looking moves still happens due to his stance transitions. 
    But in the hands of someone who actually is able to control his 
    stances, loops and moves, he can be very deadly; to really 
    understand how Maxi works will take alot of training, time,and 
    slight reflex to reconise his stuff. In this guide, I'll show you 
    from Basics, to the really Advance technics to mastering Maxi.
    
    II.Legend:
    -----------
    Since there're plenty of new players in SC4, 
    I'll explain the notations mean.
    
    Numbers represent the direction to move your pad/stick
    all notations are based on the 1p side.
    
    7  8  9       7=Up, Back     8=Up          9=Up, Forward
    4  5  6       4=Back         5=Neutral     6=Forward
    1  2  3       1=Up, Down     2=Down        3=Down, Forward
    
    A=Horizontal  Square button
    B=Vertical    Triangle button
    K=Kick        Circle button
    G=Guard       X button
    
    l =Attack hits low
    m=Attack hits mid
    h =Attack hits high
    SL=Attack hits special low, which can be guarded high or low.
    UB=Unblockable attack
    L =Attack hits low and grounded opponents
    M=Attack hits mid and grounded opponents
    H=Attack hits high and grounded opponents
    
    NC=Natural Combo
    NCc=Combos on Counter Hit
    GC=Guard Crush
    DOS=Double Over Stun
    CS=Crumple Stun
    BN=Bounce Stun
    SPS=Spin Stun
    KD=Knock Down
    JF=Just Frame 
    CH=Counter Hit
    FC=Fully Crouched
    FrC=Force crouches opponent
    8WR=8 way run
    TC=Tech Crouch
    TJ=Tech Jump
    WS=While standing up
    BT=Back turned
    (  )=Optional input
    [  ]=Hold button
    aB=Slide input 
    A:B=Just frame input
     + =At the same time
     * =Delayable
    
    Maxi unique legends
    
    RO=Right Outer
        
    LO=Left Outer
      
    LI =Left Inner
         
    BL=Behind Lower
       
    RC=Right Cross
    
    WL=Wavering Light
    
    PSL=Pure Soul Loop
    
    
    -------------------
    III.Basic Movelist 
    -------------------
    (all damage are considered when opponent's armor intact in hit zone)
    
    ---------------
    A attacks
    ---------------
    --------------------------------------------------------------------
    Command   Hit zone    Damage        Properties     Stance   Note
    --------------------------------------------------------------------
    AA          h,h       10,8             NC            RO
    6A           h         15                            RO
    3A           m         18                            BL
    2A          SL         10              FC
    1A           l         18
    4A           h         19                            BL
    4AB         h,h       19,35            NC,KD         LO
    4AB4       h,Mx(?)                     NC,KD         LI     (1)
    aK          h,m       12,17            NC,FrC        LO
    236A        Lx5     8,8,8,8,8          NC            BL     (2)
    FC 2A       SL         10              FC
    FC 3AAA     Lx3       6,6,6            NC            RO        
    FC 1A,B     l,M       18,26        2nd hit TJ, KD    LO
    WS A         h         38              KD            LI
    7_8_9A       h         28
    BT A         h         10
    BT 2A        SL        10
    
    Notes
    (1) If used with wall to your left, goes up to 110 damage
    (2) Trip animation, ROs opponent if they are close to the edge
    
    
    ---------------
    B attacks
    ---------------
    --------------------------------------------------------------------
    Command   Hit zone    Damage        Properties     Stance   Note
    --------------------------------------------------------------------
    B,B         m,m        14,12            NC           LO
    6B,B        m,m        10,10            NC
    6B,B,B     m,m,h      10,10,31                              
    6B:B:B     m,m,h      10,10,36          NC,GC               
    3B           m           22                          RO     (1)
    2B           m           14
    1B           m           18 
    4B           m           14                          LO
    236B        mx3         8,8,8           NC           LI
    FC 1_2_3B    M           14
    WR B         m           20                          LI
    7_8_9B       m           32 
    BT B         m           14
    BT 2B        M           14
    
    Notes: 
    (1) Launches on CH
    
    ---------------
    K attacks
    ---------------
    --------------------------------------------------------------------
    Command   Hit zone    Damage        Properties     Stance   Note
    --------------------------------------------------------------------
    K            h           14
    6K           h           22             KD
    3K           m           14
    2K,B        L,m        14,20                         RO
    2K,K        L,L        14,16            FC
    1K           L           10             FC
    4K           h           27             KD
    236K        mx4     14,10,10,10      NC CS TC
    236K,G       m           10           CS TC 
    FC1_2_3K     L           10             FC
    WR K,K      m,h         16,17     NC,2nd hit TJ
    7_8_9K       m           28          Launches
    BT K         h           14
    BT 2K        L                          KD
    
    
    
    --------------------------------
    Simultanous attacks
    --------------------------------
    --------------------------------------------------------------------
    Command      Hit zone    Damage        Properties     Stance   Note
    --------------------------------------------------------------------
    A+B           M,m        18,29            NCc 
    A+BG           M          18            CS on CH        RC 
    6A+B           h          30              KD            BL  
    6A+Bg          h          25
    4A+B          m,m       14,14             NCc
    4[A+B]        m,m       18,14            NC GC                  (1)
    WR A+B         m          28                            LI
    WR [A+B]       m          36              DOS           LI  
    B+KBBBA       mx10        58              NC            RO
    B+K:B:B:B:A   mx10        67              NC            RO      (2)
    2B+K,B        L,L       12,18             NC                    (3)
    4B+K           m        37,12             UB
    3A+K          L,m       18,24            NC KD
    BT B+K         m          38               GC
    2A+K                                                  RO > BL
    A+K                                                     LI  
    
    Notes:
    (1) This is a special case UB, 1st hit GCs opening for 2nd hit
    (2) If done during a stun combo, opponent lands right behind you.
    (3) NC only on downed opponents
    
    -----------------
    8wr atacks
    -----------------
    --------------------------------------------------------------------
    Command      Hit zone    Damage        Properties     Stance   Note
    --------------------------------------------------------------------
    66A          m,h          10,18           ND KD
    33_99A        h             20             KD
    22A           m             16         SPS on CH        LI
    88A           m             16         SPS on CH
    11_77A        l             31 
    44AB       h,m,SMx2      15,5,5,5         NC RO
    66B           h             32             LO
    66Bg          h             22              
    66B4         mx5         10,30,?,?,?      NC KD         LI      (1)
    66B4,G        m             10                          LI
    33_99B        M             28                          BL      (2)
    33_99bA       h             23             KD           RC
    22_88B       mx4         8,8,10,10        NC CS
    11_77B        M             25             TC           RC
    44B           m             35             CS           RO
    66K           h             28             TJ
    33_99K        m             18          KD on CH 
    22_88KK      L,m           15,21      NCc 2nd hit KD
    44_11_77K     m             29           Launches
    66_33_99B+K   M             38
    Running K     L             26             KD
    
    Notes
    (1) If used with wall to your left, goes up to 110 damage
    (2) Rocket Launches directly upwards on CH 
    
    --------------------------
    Stance moves
    --------------------------
    
    ------
    RO
    ------
    --------------------------------------------------------------------
    Command      Hit zone    Damage        Properties     Stance   Note
    --------------------------------------------------------------------
    RO A          h            16                           BL
    RO AK        h,m         16,20            NCc
    RO A[K]      h,m         16,30            GC
    RO B          m            25             CS            RC
    RO K          M            20             KD
    RO KA       m,h,m       20,16,10        NC FrC          LO
    RO K2A       m,l           20                                   (1) 
    RO KB        m,m          20,25         NC FrC          RO
    RO KK        m,m          20,14           NC
    RO K[K]      m,m          20,24           NC                    (2)
    
    Notes
    (1) If K hits,  2A will whiff
    (2) FrC on block, Rebounces
    
    -----
    LO 
    -----
    Note: LO goes into RC in 1 neutral shift
    --------------------------------------------------------------------
    Command      Hit zone    Damage        Properties     Stance   Note
    --------------------------------------------------------------------
    LO AK          l,m         18,25
    LO B            M           16            TC            RC
    LO BK          M,h         16,25        NCc KD
    LO K            l           45            GC                    (1)
    
    Notes
    (1) Auto Taunt on hit
    
    ------
    BL
    ------
    --------------------------------------------------------------------
    Command      Hit zone    Damage        Properties     Stance   Note
    --------------------------------------------------------------------
    BL A           m          18           CS on CH         LI
    BL B           L          16                            RO
    BL KK         L,h        14,28          NC KD
    
    -----
    RC
    -----
    --------------------------------------------------------------------
    Command      Hit zone    Damage        Properties     Stance   Note
    --------------------------------------------------------------------
    RC A          m,M        15,26       NC,FrC on block
    RC aA          h          25            RC KD
    RC aB          M          25                            BL
    RC B           M          34            TJ GC           LO
    RC KK         L,m        14,16           NC                     (2)
    RC K,K:K     L,m,h     14,16,19         NC GC                 (1)(2)
    
    Notes
    (1) The last JF kick has Auto taunt on hit
    (2) If this move connects on Ring Edge, Maxi will self RO if 2nd K
        is performed.
    
    ----
    LI 
    ----
    Note: LI goes into BL in 1 neutral shift
    --------------------------------------------------------------------
    Command      Hit zone    Damage        Properties     Stance   Note
    --------------------------------------------------------------------
    LI AA         m,m       14,14             NC            BL     (1)
    LI AAB       m,m,m     14,14,30         NC CS                 (1)(2)
    LI AA[B]     m,m,m     14,14,40         NC GC                  (1)
    LI B           m          28              TC            BL  
    LI bG_B:G                                 TC           LI/RO   (3)
    LI [B]         m          39            TC GC           BL  
    LI [B]G                                   TC            RO
    LI K           m          15           CS on CH
    
    Notes
    (1) If performed from stun, airs the opponent
    (2) Last hit is delayable
    (3) JF G input goes into RO instead
    
    -----
    WL
    -----
    B+K during any stance to get into WL. Auto GIs all High/Mid Verts
    --------------------------------------------------------------------
    Command      Hit zone    Damage        Properties     Stance   Note
    --------------------------------------------------------------------
    WL A           l                         CS on CH
    WL BBA       m,m,h                          NC          RO     (1)(2)
    WL K           h                          KD TJ
    
    Notes
    (1) Opponent will land just behind you
    (2) If done on Xianghua when she's crouching, the last A will whiff.
    
    ------------------------------------------------------
    IV:Introduction to Pure Soul Loops     (UPDATED)
    ------------------------------------------------------
    
    Pure Soul Loops (PSLs) are used to shift through Maxi's stances 
    while it cycles through a certain pattern.
    
    All PSLs can be held indefinitely. PSLs are the key to some mind 
    games and can be used for wake up games, to bait for GI whiffs, 
    sidewinders, mix ups etcWith exception of WL, 
    the other 5 stances can PSL.
    
    (  )=Repeat
    - PSL 1=[6] while in stance. Shifts stances while moving forward.
    
    LI > LO> (BL > RC > RO)
    
    - PSL 2=[4] while in stance. Shifts stances while retreating. 
    
    LO >  LI > (RC > BL > RO or LO*)
    
    *Special note*
    From the BL goes into RO for the 1st set of PSL2 instead of LO
    LO occurs on the 2nd set of PSL2 onwards.
    
    
    - PSL 3=[A+K] while in stance. Shifts stance while stationary.
    has Auto GI all High and Mid Horizontal effect from (LO<>RO)
    
    RC > LI > BL > (LO > RO)
    
    (Credits to The Old Sifu)
    Note: During PSL 3 on (LO<>RO) phase, LO will goes into BL
    instead of RC
    
    - PSL 4= left step while in stance. Sidewinder to the RIGHT starts 
             in LI then shifts stance stationary.
    
    LI > BL > (RO > LI > BL)
    
    
    - PSL 5= right step in stance. Sidewinder to the LEFT starts in RO,
                    then shifts stance stationary.
    
    RO > BL > (LI > BL > RO)
    
    
    NOTES: Moves that goes into LI stance goes into RO during PSL3
    
    *eg. 236B LI > PSL3 >RO
    
    With exception of A+K, which follows the rule of LI > BL
    
    - LI goes into BL on neutral shift
    - LO goes into RC on neutral shift
    
    -----------
    V:Strategy
    -----------
    
    Contary to popular belief, Maxi is actually one of the slowest 
    character in game in terms of start up.His fastest move is his 
    standing K (i12) which isn't very fast still considering its a high 
    move.He used to be a good pressuring character since SC1, to keep 
    opponent guessing and to make them watch and freeze up while you 
    work on their Soul Gauge, a low hit or a throw set up.
    However he lacks the safety that some other characters have should 
    his moves be blocked or ducked.
    
    -----------
    Closing in
    -----------
    Being a short ranged character without the luxury of major safety
    you need to be strategic to get into the opponent's skin.
    
    - 6A > RO 
    
    This is the most basic form of closing in from mid range, 
    6A > RO A is also an NCc give you options:
    
                    6A > RO >------- RO A K or A[K]
                                        |__BL A or B or KK
    
    - 66A
    
    This works very well on a side stepping opponent.
    Rings out to the left, walls stuns, and its a NC. Beware though 
    because the 2nd hit is a High,good players can duck the 2nd hit 
    on reaction should they block it.
    
    - 4B > LO
    
    A short/mid range close in tool, 4B > LO B is NC, which means the
    opponent has to block the K follow up which is a good +2~3 on block 
    giving you an edge for the next attack even on block. The last K is 
    high though and can be ducked 
    on reaction and punished if abused.
    Usage for 4B start up is very wide:
    
                     4B > LO (neutral shift)> RC ---- RC A or B    
                           |_____LO K or BK
    
    - 44AB > RO
    
    This move has been enhanced from SC3, NC, tracks step well, 
    brings you into RO games.
    
    - 11_77B > RC 
    
    This is one of the longest ranged moves you'll have for the
    purpose of closing in. It has good Tech Crouch properties, 
    Safe on block, RC options.
    
    - 22A > LI or 88A
    
    Mid ranged Horizontal Mid, 22A goes into LI stance, unsafe, 
    but on CH gives spin stun for a free LI K stun combo, 
    88A doesn't go into stance, its safer, 
    on CH it still gives enough spin stun.
    
    - 66K
    
    Mid ranged High kick, rings out opponent to the front. 
    Has jump properties so low moves can't hit you
    
    -9K
    
    Good if opponent is starting up a slow low 
    or if you are anticipating one
    9K launches for juggles
    
    ---------------
    Closed in
    ---------------
    Basic starters before you can use your stances, 
    to deter opponents from intertupting when you are in stance.
    
    -AA > RC 
    Basic poking, but beware against faster characters 
    for they have faster As, AA is only unsafe against certain
    characters, but definately not punishable by any character's
    AA, or even BBs, you can auto GI Verts using RC B+K > WL
    or simply go into RC KK:K to attempt to TC high AAs.
    
    Found punishers:
    Cervantes
    aB
    3A+B
    
    Astaroth and Rock
    6K
    
    - 2A
    Maxi's best poke, good for interupting strings, ducks highs, 
    sets you up for strings of your own.
    
    - 3BA
    NC, goes into BL, RO A has advantage on block, and all BL
    options cannot be interupted on hit, this means 3B on hit
    will grant all those great options.
    
    - aK > LO or RO KA
    This move is just great, FrC opponent regardless hit or block, 
    making LO options very deadly with High K, 
    Mid BK and Low AK to choose from
    
    - 4B
    As above's describtion, gives great mind game options.
    Keep the opponent guessing what's next, don't go into a 
    pattern.
    
    - WL A
    One of his faster low moves, although unsafe on block.
    
    - BL B > RO
    Another fast low, safe.
    An example way to play this:
    
                   RO A > BL B > RO A
    
    - 1K
    Maxi's only fast low without a stance
    
    - 1B
    Fast vert, safe, good for interupting moves. 
    
    - 3A+K
    Didn't really like this move during the start of SC4, but I 
    guess its still the same move since the beinging.
    NC low high, Rings out to the right~ just don't be too obvious 
    with this move.
    
    
    -------------------------------
    Grounded opponent
    -------------------------------
    After knocking down the opponent, Maxi has some pretty nifty moves 
    to catch them if they stay down or Tech Traps if they roll away, 
    a Tech Trap is a move that'll only hit for full damage, should 
    the opponent try to ukemi.
    
    - 236A 
    Good if they try to roll backwards to if they stay down
    
    - 2B+K B
    Catches all attempts to roll left or right
    
    - 33_99B
    Tech Traps anyone rolling to the right or back to launch. 
    Use sparingly for it won't hit if they are not teching 
    or if they aren't aligned
    
    - 1K
    Hard to avoid, almost confirmed damage.
    
    - FC 3AAA
    Another low move that catches them regardlessly 
    For longer range situations
    
    - 3A+K
    Hits for minimal damage if they stay down, 
    but full damage if they managed to stand up, rings out to the right.
    
    ----------------
    Maxi's CF Game 
    ----------------
    Here's a little chart to how many times does it take to crush an
    opponent's soul gauge. Maxi has pretty strong CF possibilities
    fast GCs, good mids to keep you on the run.
    * .5 means that the 1st hit would crush the opponent
    note: 2nd number is for 1.03
    
    3B> RO A[K] ----6   >>> 7
    4B> LO K    ----6.5 >>> 7
    LI [B]      ----8   >>> 10
    4BBK        ----8   >>> 13.3 
    33_66_99B+K ----8   >>> 9
    33_99B      ----9   >>> 10
    BT B+K      ----10  >>> 11
    66B         ----10  >>> 10
    RC B        ----10  >>> 10
    RO B        ----11  >>> 13
    LI AA[B]    ----7.3 >>> 6.3
    66K         ----11  >>> 12
    7_8_9K      ----13  >>> 14
    1B          ----13  >>> 15
    WS [A+B]    ----13  >>> 13
    
    -------------------------
    Frame Advantaged moves (NEW)
    -------------------------
    	
    - aK and RO KA +3-4
    
    This move lands Maxi in LO with +3-4 advantage, making LO BK
    a CH bait if they are to attempt any form of attack.
    With that in mind, you can try relooping this attack.
    
    - LO BK +2-3
    
    The Kick in this move has a good +2-3 frames on block,
    however it is duckable, and any good enough player will duck
    it on reaction since you can't cancel it like in SC2.
    But, if 4B is to hit, it'll force opponent to guard the Kick
    so that you can continue with your attacks
    
    - LO K +3
    
    A good +3 on block, good CF damage, but do not abuse, since
    its a high, people will start ducking if you overdo it for a back
    throw.
    
    - WL K +2-3
    
    Similar properties as LO BK
    
    
    - RO K[K] +8
    
    +8 on block! and leaves you unstanced, you can go for a throw
    if in range, 3A+K or 4B games
    
    - RC B +6
    
    Tech jumps any potential 2A, good CF damage, LO B uninteruptable
    so you can plant in an LO K once you've conditioned your opponent,
    or PSL2 into LI, or neutral loop back into RC for another RC B
    if opponent is accustomed to try GIing both LO K and LO B options
    
    
    - RC aB +2-3
    
    This move is different from 33_99B in 1 thing, on block,
    RC ab > BL B is not interuptable (still guardable thought)
    with that knowledge planted into the opponent's head
    you can definately reloop this move a few times if setup
    well enough. This move has good CF damage like 33_99B too
    
    - WS [A+B] +1-2
    
    LI A is not interuptable by most characters
    
    - LI [B] +12
    
    Good CF damage, all BL options not interuptable by most, 
    but there is a chance BL A might be out of range, so most players 
    might just duck this anyways since they won't get affected by 
    non CH BL A anyways
    
    - 33_99bA +2-3
    
    One of your better close in games, RC A cannot be interupted by 
    anyone without a i13 or faster move, but against them specific 
    a interupt Which are usually high, you can remind opponents that
    RC K does duck under
    RC B can be used once they stop trying to interupt for CF damage.
    
    
    *Note: Xianghua has a specific 2K that interupts
    RC A, makes RC B jump over, and is faster than RC K
    
    
    ----------------
    Relooping moves (NEW)
    ----------------
    
    What is relooping moves?
    It is to redo certain moves from advantage moves
    It is a gamble since opponent can interupt you if you attempt it, 
    but if you have planted knowledge in opponent's head where they 
    can't interupt you if you are to directly hit them, they'll most
    likely yield and remain on guard for you do go into another 
    advantage, while you whittle on their Soul Gauge 
    These are just some simple examples for what you can try.
    
    - RO KA PSL3 > RO
    
    once they know RO KA is not to be messed with, 
    most people will wait to duck LO BK instead, but with this loop, 
    you can keep going into RO KA, until you decided to use LO K, 
    which is still an advantage.
    
    - RC aB PSL1 > RC
    
    BL B cannot be interupted by anyone after blocking RC aB, 
    so you can attempt this loop to do it again. 
    It is definately worthy for you since RC aB can crush
    in 10 guards. RC A and aA can also plant doubts into people 
    should they attempt to step left. RC K can duck under any of 
    Amy's 6BB interupts, RC B ducks any 2A
    so play this loop accordingly to how your opponent reacts
    
    You can also play RC aA > RC aB PSL 1 to keep them on the guard.
    
    - RO A BL B RO
    
    Can't really say this is safe, 
    but RO aK is definately something to watch out for
    Play this at max range to be safer.
    
    
    - RC B Neutral > RC
    
    Simple enough, lets you go into your RC games.
    
    - LI [B] PSL3 > LO PSL2 > LI
    
    You can stop loop and go into LO K or LO B halfway 
    during this sequence, but once again if conditioned properly, 
    and opponent starts watching your showcase of loops
    you can crush them twice before they wake up.
    
    
    -------------------
    Maxi's Just Frames (NEW)
    -------------------
    
    - 6B:B:B
    Difficulty : 3/5
    Difference : Makes the move NC , last hit GCs, 5 more damage
    Timing     : 2nd B comes in when the 1st B hits, last B comes 
                 in when 2nd B hits
    Notes      : Not mashable, still unsafe on guard despite GC, 
                 but does more CF damage
    
    - RC KK:K
    Difficulty : 0.5/5
    Difference : Last Kick is only avalible if JF is performed
    Timing     : Last K inputed when 2nd K hits
    Notes      : Mashable
    
    - B+K:B:B:BA
    Difficulty : 10/5 (yes it is that hard)
    Difference : Extra damage, 67 instead of 58
    Timing     : Individual B to be input on the 2nd, 4th, and 6th, 
                 and A input on 8th hit
    Notes      : Mashable, can be done by doing B+K, Mash B, Mash A+B
    
    - LI B:G >> RO
    Difficulty : 2/5
    Difference : LI B usually lands in LI, 
                 if done correctly you'll get into RO stance.
    Timing     : Late G input just before impact
    Notes      : No "White Flash" animation
    
    ----------
    VI.Combos
    ----------
    
    Natural Combos (NC)
    
    Simple
    -------
    AA (18)
    BB (26)
    3B RO A (38)
    44AB (30)
    4AB (50)
    4ABG (depends on when you cancel the attack)
    4AB4 (Various if Wall is to your left)
    FC 3AAA (depends on how many A you input)
    6BB (20)
    WS KK (33)
    4BB (30)
    B+KBBBA (53)
    B+K:B:B:B:A (67)
    2B+KB on grounded opponent(32)
    66B4 (Various if Wall is to your left)
    
    Canned
    -------
    aK (29)
    236A (32)
    236B (24)
    236K (depends on when you cancel the attack)
    3A+K (42)
    66A (28)
    22_88B (36)
    
    From Stance
    ------------
    RO KA (56)
    RO KK (34)
    RO KB (44)
    LI AA (28)
    RC A (41)
    RC KK:K (47)
    BL KK (42)
    WL BBA 
    
    Natural Combos on Counter Hit (NCc)
    ------------------------------------
    A+B (51)
    6BBB (50)
    6B:B:B (55)
    2KK (32)
    22_88KK (39)
    2B+KB on standing opponent (27)
    
    Stance NCc
    -----------
    RO AK (39)
    LO AK (49)
    LO BK (44)
    
    
    Standard Combos
    ----------------
    
    236K
    --> 1K, (53)
    
    6A+B
    --> BL B (41)
    --> BL K (39)
    
    33A
    --> 1K (27)
    
    4AB
    --> G cancel stance 1K (47)
    --> LO B (61)
    
    2KB (2K whiffs)
    --> RO B (50~51 depending on tech) Stun is shakable.
    
    9K
    --> 66B+K (56)
    --> 33_99B
    --> 6A+B
    
    66Bg
    --> 66B+K (48)
    --> 236A (49)
    
    33_99B or RC aB
    --> slight delay, BL K,K (58_60)
    
    44B
    --> RO B (59)
    --> G, 66B+K (60)
    
    11_77_44K
    --> 66B+K (59)
    
    RO K,[K]
    --> 66B+K (68)
    
    LI B_[B]
    --> slight delay, BL K,K (58_68)
    
    WL BBA
    --> BT B+K (65)
    
    Counter Hit (CH) Juggle Combos
    
    3B
    --> RO B, RC K (57~58 depending on tech)
    --> RO K[K] 66B+K 
    
    22A
    --> LI K, 66B+K (54)
    --> LI B, slight delay, BL K,K (61)
    --> LI K, 3B, RO B, RC K (71~72 depending on tech)
    --> LI K, 4BBK A+Bg
    --> LI K, 6BBB or 6B:B:B
    --> LI K, B+KBBBA 
    --> LI K, B+K:B:B:B:A
    
    88A
    --> 3B, BO B, RC K (65~66 depending on tech)
    --> 4A,B, LO B (65)
    --> 4BBK A+Bg
    --> 6BBB or 6B:B:B
    
    33B
    --> G, 66B+K (67)
    --> PSL3 LO K
    --> PSL1 RC A
    
    CH BL A 
    --> LI K, B+KBBBA (54)
    --> LI K, B+K:B:B:B:A BT B+K
    --> LI K, 6BBB or 6B:B:B
    --> LI K, A+B (64)
    --> LI K, 4BBK A+Bg (against certain characters 2B+KB)
    --> LI K, 3B, RO B, RC K (73~74 depending on tech)
    --> LI AAB
    --> (opponent's back to the wall) LI K, 3B (wall)
    
    CH WL A
    --> 1K (40)
    --> 22_88K if opponent stays down (44)
    --> 88K,K if opponent techs (72~74)
    
    4[A+B]
    --> 66B+K
    --> 33_99bA > RC A (87~98)
    --> 236A
    --> 236B
    
    Wall Combos
    ------------
    
    66K,W! or 66A,W!
    --> 4BBK
    --> 3B->RO B->RC K
    
    66B,W!
    --> LO BK
    
    6A+B,W! or 33B,W!
    --> BL A->LI K, 4BBK
    --> BL A->LI K, 3B->RO B->RC K
    
    
    Most of the combos here are contributed by the members from:
    Caliburforums.com 
    8wayrun.com
    
    
    More to come in the days to come...
    
    Credits to the following players
    ------------------------------------------
    Keldon Creep
    KrayzieCD
    Fhong Yunsung
    Rekano
    JAG THE GEMINI
    EthanEvolution
    Spyder for all the basics he taught me back in the days
    soakrates
    Aqua Snake
    filldoh
    Rico
    Marginal
    Johnny Blaze
    ATL_R33D
    Shen Yuan aka Raymus
    Shen Ou aka Aheda even though you don't play Maxi lol
    Tentacle_Monster
    Dustbuster
    Nuts
    WINBACK
    the old sifu
    Jace Windu
    and all the other dedicated Maxi players.
    
    If there is something that I'm missing or something I have put wrongly,
    Please e-mail me at:
    loveless_hiro_kun@hotmail.com
    You will recieve full credit.