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    Maxi by ACastellanos

    Version: 12.0 | Updated: 09/30/03 | Search Guide | Bookmark Guide

    Soul Calibur 2 (Arcade Ver.D and Console Versions)
         Maxi FAQ Version 12.0
               Copyright 2002-2003 
                    Alberto "Bertico84" Castellanos
    Table of Contents
    II.Useless Facts
    IV.Basic Movelist
    V.Explanation of the Pure Soul Loops
    VI.Explanation of True PSL3 and Instant PSL4
       1.Closing In
       2.Basic Pokes
       3.Wake Up Attacks
       4.Basic Strings Using the PSLs
       5.Stance Shifting Wake Ups
       6.Useless Moves
       7.Guaranteed Strings
       8.Free 6A+Bs
       9.Recognizing the Stances
       10. Console Additions
    VIII.Technical Skills
    This is a FAQ for Maxi. I have been playing Maxi since the days of SC1 and since
    there were no FAQs for him on SC2 I decided to make it myself! Maxi is an 
    incredibly deep and incredibly unique character for a fighting game. Maxi has 
    the largest variety of moves in comparison to anyone else in SC2. Most people 
    regard him as a mashers best friend, but an experienced Maxi will always be better
    then a masher Maxi. To truly learn Maxi will take a long time for anyone who is 
    serious about learning him. In this FAQ, I will attempt to give you Maxi's basic 
    commands and some simple strings to help you get on your way. A lot of the 
    information displayed here is a compiling of information from different sites and 
    put on here for easy access to who ever wants it. All links will be given in the 
    final section. Please, do not reproduce this with out asking me first. Took me 
    a hell of a long time to compile all this. Thanks.
    II.Useless Facts:
    Age: 28
    Weight: 126lbs.
    Birthdate: May 1
    Height: 5'8"
    Birthplace: Ryukyu Kingdom
    Blood Type: O
    Weapon: Nunchaku
    Weapon Name: Soryuju
    Fighting Style: Shisshen Karihadi
    Japanese Voice Actor: Kanna Nobutoshi
    American Voice Actor: Doug Boyd
    **Story Taken from www.soulcalibur.com**
    Maxi, the pirate from Ryukyu (present-day Okinawa, Japan), led a crew
    of trustworthy men and lived carefree on the high seas. Having 
    traveled throughout the seas of Asia, Maxi looked to the west for new 
    lands to explore and sailed a southerly route towards Europe. While 
    docked at a harbor in India, he encountered Kilik, a young man 
    searching for Soul Edge.
    Unfortunately, this proved to be a star-crossed encounter.
    The hidden evil resident within Kilik attracted unwanted attention
     from a horde of monsters. The ensuing battle took the lives of Maxi's
     crew, who were helpless against these nightmarish foes. Kilik and 
    Maxi were the only survivors of the bloody carnage.
    After the massacre, Maxi traveled with Kilik and swore to seek revenge 
    for his fallen comrades. Maxi was certain that Astaroth, the leader of
    the monsters, would appear before Kilik once again.
    Xianghua later joined their journey, and the three of them headed 
    towards Europe. The travels through unfamiliar lands strengthened the 
    friendships between Maxi and his new companions.
    Eventually, the group made their way into Nightmare's stronghold. 
    Nightmare, who possessed Soul Edge, commanded his horde to attack the 
    intruders. Maxi recognized them as the same monsters that murdered his
    crew; he knew that his sworn enemy was nearby. Almost as if to 
    acknowledge Maxi's presence, a hulking silhouette emerged from the 
    Maxi forced his companions to go on while he stayed behind to 
    confront Astaroth. He used every ounce of his strength and avenged 
    his fallen crew by destroying the golem, but at a price- Maxi suffered 
    grave injuries during the battle. 
    Immediately after Astaroth's defeat, the outraged god of war commanded
    the earth to swallow up the weakened pirate. Unconscious, Maxi fell 
    into a river that flowed deep underground and was carried away quietly
    by its icy currents.
    Above ground, the only trace of Maxi left behind was his nunchaku.
    When Maxi awoke, he found himself resting on a riverbank. His mind 
    was lucid, but he could not feel his extremities. He soon realized 
    that he had suffered debilitating injuries that prevented him from 
    moving freely.
    Fortunately, a person from a nearby village rescued Maxi, and took him
     to the village. With his vast knowledge, strong sense of duty, and 
    likeable personality, it did not take long for Maxi to be accepted by 
    the villagers. After some time, his strength began to return, but his 
    arms and legs would not heal- it seemed unlikely that he would be able 
    to return to his carefree, nomadic lifestyle.
    Nevertheless, Maxi was satisfied with his new life. He had exacted his 
    revenge against the one responsible for his crew's death. Although he 
    was curious about Kilik and Xianghua's fortunes, as long as the peace 
    continued, he believed that they had vanquished the root of the evil. 
    "I wouldn't mind spending the rest of my life here in this village," 
    thought Maxi.
    Four years passed, then a rumor reached the village. "When the enormous 
    man with a gigantic axe comes through... Nothing remains in his wake!"
    Maxi had a horrible feeling that it was him. The more information he 
    gathered, the more convinced he became that it was indeed Astaroth. 
    "That freak is still alive. How can I be here, living peacefully, when 
    I haven't avenged my crew?" Unfortunately, his limbs still refused to 
    As if he were reading Maxi's mind, an elderly village medicine man paid 
    him a visit. "If you wish to gain something of value, then you must 
    part with something of equal value," counseled the elder.
    Maxi implored the elder and convinced him to treat his injuries with 
    his secret arts. The elder had found a peculiar rare metal fragment 
    recently and used that precious item for the mysterious treatment.
    Several days later, Maxi left the village with the promise to return 
    one day.
    In exchange for the restoration of his limbs to seek revenge, Maxi 
    lost something just as precious as the slain comrades he swore to 
    avenge- the memories of Kilik and Xianghua. 
    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
    l =Attack hits low
    m=Attack hits mid
    h =Attack hits high
    L =Attack hits low and grounded opponents
    M=Attack hits mid and grounded opponents
    H=Attack hits high and grounded opponents
    Sm=Attack hits special mid, which can be guarded high or low.
    UB=Unblockable attack
    1st=On First Hit
    2nd=On Second hit
    3rd=On Third Hit
    lvl-1=Level 1 Soul Charge
    GC=Guard Crush
    DOS=Double Over Stun
    CS=Crumple Stun
    BN=Bounce Stun
    SPS=Spin Stun
    JF=Just Frame Attack
    SCUB=Soul Charge Unblockable
    CH=Counter Hit
    FC=Fully Crouched
    FrC=Forced crouch
    8WR=8 way run
    TC=Tech Crouch
    WS=While standing up
    WL=While landing from jump
    BT=Back turned
    (  )=Optional input
    [  ]=Hold button
     ~ =Immediatley after
     + =At the same time
     * =Optional delayed input
    RO=Right Outer
          -String based stance. Not very strong but moves Maxi forward and sometimes
           sidesteps verticals. Good for keeping the pressure. Can be stopped early
           for extra mix-ups
    LO=Left Outer
         -Same as RO but quicker. After a short delay LO become RC. 
    LI =Left Inner
         -Most attacks from this stance evade. After a short delay LI becomes BL.
    BL=Behind Lower
         -Used to retreat while attacking.
    RC=Right Cross
         -Most of your power strikes are from this stance. But they are also slower.
    IV.Basic Movelist:
    A              h
    A,A            h, h             Right Cross      Natural Combo
    A,A,B          h, h, m x 4                       CS on 3rd hit
    A,A,K          h, h, L
    A,A,K,K        h, h, L, m
    1A             l
    2A             Sm
    2aB            m                Left Inner       CS, TC
    3A             m                                 DOS on CH
    4A             h                Behind Lower
    4A,B           h, h
    4A,bB          h, h             Left Outer
    4A,B[4]        h, h, m x 4      Left Inner       G-Cancellable
    4A,bA,A*B      h, m, m, m
    4A,bA,A*[B]    h, m, m, m                        FrC on 2nd hit,DOS on 3rd hit
    4A,2_8K        h                Right Outer
    44A            l
    6A             h                Right Outer
    66A            m, M
    66agA          h
    66ag9B         m                Left Outer
    236A           L x 4            Behind Lower
    aK             h, m             Left Inner
    aK4            m                                 BN, FrC
    A+B            m, M
    A+B[2]         m                Right Cross
    4A+B           m, M
    4[A+B]         m, M                              Guard Crush
    6A+B           h                Behind Lower     G to Cancel Stance Shift, TC
    A+K            -                Left Inner
    4A+K           -                Left Inner 
    6A+K           -                Left Inner       TC
    2A+K           -                RO>BL
    3A+K           L, h
    B              m                Right Outer      G-Cancellable
    B2             M                Right Outer      FrC,SCUB
    1B             m                                 TC
    2B             m
    3B             m
    4B             m                Left Outer
    4B*B           m, M             Right Cross
    4B*B,K         m, M, m                           3rd hit G-Cancellable
    44B            M                Right Cross      TC
    6B             h
    6bB            h                Left Outer
    6B[4]          m x 5            Left Inner       G-Cancellable
    6bA,A*B        m, m, m                           1st FrC,2nd DOS on CH
    6bA,A*[B]      m, m, m                           1st FrC,2nd DOS on CH, 3rd GC
    66B            m                Left Outer       lvl-1 GC, SCUB, G Cancel Shift
    236B           m, m, m          Left Inner       G-Cancel Stance Shift
    B+K,BBB:A      m x 9            Right Outer      JF
    2B+K,B         L, L
    3B+K           L
    3B+K,B         L                Right Outer
    4B+K           UB-M                              G-Cancellable
    66B+K          M
    K              h                                 G-Cancellable
    1K             L                                 TC
    2K             l
    2K,B           l, m             Right Outer
    2K,K           l, L                              Knockdown CH on 2nd
    3K             m
    4K             h
    44K            h
    6K             h 
    66K            h
    66K,B          h, m             Right Outer
    66K,K          h, L                              Knockdown CH on 2
    236K           m x 4                             G-Cancellable, CS
    kB             M                                 FrC
    kB,A           M, l                              FrC on 1st hit
    kB,[A]         M, l                              FrC on 1st hit, CO
    kB,K           M, m                              BN on 2nd, FrC on 1st&2nd
    kB,[K]         M, m                              BN on 2nd,FrC on 1st&2nd,CO
    FC A           SM
    FC 3A          L                Right Outer
    FC 3A,A        L, L             Right Outer
    FC 3A,A,A      L, L, L          Right Outer
    FC 1A          l
    FC 1A,B        l, M             Left Outer
    FC B           M
    FC K           L
    FC A+B         m                Left Inner       CS, TC
    WS A           m
    WS B           m                Left Inner
    WS K           m
    WS K,K         m, h
    WS A+B         m                Left Inner       CS, TC
    BT A           h
    BT B           m
    BT K           h
    BT FC A        l
    BT FC B        m
    BT FC K        L
    Jump A         h
    Jump B         m
    Jump K         m
    WL A           l                Right Cross
    WL B           L                Right Outer
    WL K           m                                 BN
    Right Outer Stance:
    Neutral        Returns to Regular Stance w/ no input
    RO A           h                Behind Lower
    RO A, K        h, m
    RO B           m                Right Cross
    RO B, B        m, M             Right Cross
    RO B, B, K     m, M, m                           G-Cancellable on 3rd
    RO K           M                                 FrC
    RO K, A        M, l                              FrC on 1
    RO K, [A]      M, l                              FrC on 1, CO 
    RO K, K        M, m                              BN on 2nd, FrC on 1st&2nd
    RO K, [K]      M, m                              BN on 2nd,FrC on 1st&2nd,CO
    Behind Lower Stance:
    Neutral        Returns to Regular Stance w/ no input
    BL A           h
    BL B           m                Left Outer
    BL [B]         m                Left Outer       CO, GC
    BL K           l
    BL K, K        l, h
    Right Cross Stance:
    Neutral         Returns to Regular Stance w/ no input
    RC A            m, M                             G-Cancellable, FrC
    RC agA          h
    RC ag9B         m               Left Outer
    RC B            m x 4                            CS
    RC bA+K         -               Left Inner       CO
    RC b2A+K        -               RO>BL            CO
    RC K            L
    RC K, K         L, m
    Left Outer Stance:
    Neutral          Shifts into Right Cross w/ no input
    LO A             l                               TC
    LO A, K          l, m
    LO B             M                Right Cross
    LO B, K          M, m                            2nd G-Cancellable
    LO K             L
    Left Inner Stance:
    Neutral          Shifts into Behind Lower w/ no input
    LI A             h                               TC
    LI aA            h                Right Cross    TC
    LI B             m                Behind Lower   lvl-1 GC, BN
    LI [B]           m                Behind Lower   CONSOLE ONLY, GC
    LI B, G          -                Right Outer
    LI K             m                               CS on CH
    LI K*K           m, h                            1st CS on CH
    Pure Soul Loops:
    Explanation of these is after the movelist
    PSL1: [6]                series             -
    PSL2: [4]                series             -
    PSL3: [A+K]              series             -
    PSL4: [A+K][9_8_7_3_2_1] series             -
    8-way Run Attacks:
    6A                m, M                           G-Cancellable, FrC
    6B                m               Left Outer     lvl-1 GC,SCUB,G-Cancel Shift
    6K                L
    6A+B              h               Behind Lower   G-Cancel Shift
    3_6_9B+K          M
    Any Direction A+K L x 5           Behind Lower
    3_9A              h
    3_9B              M               Behind Lower   lvl-1 GC
    3_9B, G           -               Right Cross
    3_9K              m                              Knockdown on CH
    2_3_8_9A+B        m, M
    8A                m                              SPS
    2_8B              h               Left Outer
    2_8B[4]           m x 5           Left Inner
    2_8bA, A*B        m, m, m
    2_8bA, A*[B]      m, m, m
    8K                L
    1_2_7_8B+K        m x 4
    2A                m               Left Inner     SPS
    2K                L
    2K, K             L, m
    1_4_7A            l
    1_7B              m x 4                          CS
    1_4_7K            h
    1_4_7A+B          m, M
    1_4_7[A+B]        m, M                           GC
    4B                M               Right Cross
    4B+K              UB-M                           G-Cancellable
    Wall Attacks:
    WJ A              l               Right Cross
    WJ B              L               Right Outer
    WJ K, B           h, m            Right Outer
    WJ K, K           h, L                           2nd Knockdown on CH
    V.Explaination of the Pure Soul Loops:
    Pure Soul Loops are meant to hold a shift through Maxi's stances while it cycles
    through a few of them at the same time. Some PSLs will shift while in movement. 
    All PSLs can be held for an indefinite amount of time. PSLs are some of the 
    greatest mental tools in the game and can be used for wake up games, drawing
    GI whiffs, sidestepping, confusion and range mix ups, just to name a few. Use
    them wisely.
    (  )=Signifies Repetition
    PSL 1=[6] while in any stance. Stance shifts while moving forward.
    LI > LO> (BL > RC > RO)
    From LI: LO > (BL > RC > RO)
    From LO: (BL > RC > RO)
    From RC: (RO > BL > RC)
    From RO: (BL > RC > RO)
    From BL: (RC > RO > BL)
    PSL 2=[4] while in any stance. Stance shifts while retreating.
    LO >  LI > (RC > BL > RO)
    From LI: (RC > BL > RO)
    From LO: LI > (RC > BL > RO)
    From RC: (BL > RO > RC)
    From RO: (RC > BL > RO)
    From BL: (RO > RC > BL)
    PSL 3=[A+K] while in any stance. Stance shifts while stationary.
    RC > LI > BL > (LO > RO)
    From LI:  BL > (LO > RO)
    From LO: (RO > LO)
    From RC:  LI > BL > (LO > RO)
    From RO: (LO > RO)
    From BL: (LO > RO)
    PSL 4=[A+K][9_8_7_3_2_1] while in any stance. Stance shifts while sidestepping
    in any of the indicated directions.
    RC_BL_LI_RO > (RO > LO) < LO
    From LI: (RO > LO)
    From LO: (LO > RO)
    From RC: (RO > LO)
    From RO: (RO > LO)
    From BL: (RO > LO)
    NOTE: When manually shifting into LI, LI:(LO > RO). But moves that end in LI
          won't since its a two-part stance (i.e. LI*BL).
    VI.Explanation of True PSL3 and Instant PSL4
    Some of you may have heard of this or maybe not. Either way, this techinique is
    an interesting little glitch in the game that can be used to your advantage.
    Basically, this is what you can do with it:
        - 1.) A straight shift into RO from any attack ending in LO_RC_BL
        - 2.) A straight shift into LO from any attack ending in RO
    Now, by straight shift, I mean it does directly into the stance, so you'd end
    up with something like B->LO instead of B->RO.
        How is it done?
    Similar to PSL4, only you dont hold it for the full shift before you return the
    stick to neutral. 
        -[A+K]85_25. The "5" input means you allow the stick to go back into neutral.
    So further, it would be:
        -B->RO [A+K]85_25-> LO
    The only catch is, if you input your attack within 1-7 frames you get tPSL3,
    which is an unstable stance shift from LO and RO and vice versa. From 10-27 
    you get iPSL4, which is basically a fast version of PSL4.
    SC1 Maxi was a great pressure character. He could keep attacks laid on thick 
    and the opponent guessing. Maxi is quicker then he was before in SC2, only now,
    hes lost a few things that helped him keep his pressure game up. Maxi now needs
    to be played a little more carefully and a little more differently. 
       1.Closing In
       This is the first thing you need to learn when playing Maxi. His range is short
       in comparison to other people so you need to know how to get close up.
          This is one of your basic Close-in strings. Keeps you moving forward and
          sidesteps to Maxi's right after the first A.
          While follow ups from this attack are slow to come up now, its still of
          use. It has pretty good range and a follow up B attack can be delayed.
          A wonderful new attack and completely. Completely safe if sidestepped.
          It can be G-Cancelled.
          Good rush in but its linearity make it a liability if Sidestepped. Use it
         -kB, K_A
          Good attack and a Bound Stun if you choose to follow up with K. K can
          also be delayed. kB, A is good if your opponent isnt expecting a low
          strike. It also puts you in FrC.
         -8WR 8_2A
          Dishes out a Spin Stun but has slow startup so use it when circling
          your opponent or when they dont expect it. 8WR 2A ends in LI.
         -8WR 9_3K
          Fast and interrupts well. Knocks down the opponent on CH.
          Quick and can jump over low attacks. The LI stance dosent give much
          much on wake up. Can be punished it blocked.
          Gives you good a good block stun advantage but you can kinda see it coming.
          Fairly fast. Jumps over lows and pushes away if blocked. Plus, if you follow with K,
          it adds a nice mix up.
         -8Wr 9_3B->BL
          Catches backdashers really well. Launches the opponent very high on CH. Can be
          cancelled into a very fast RC shift.
          Good cause it also TCs. Useful to draw out GI whiffs as well.
       2.Basic Pokes
         -A or WS A
          Self explainitory.
          Two quick horizontal attacks and a good advantage off a block. Ends in RC
          and sometimes the advantage will be great enough to make your RC attack
          so it can't be interrupted.
          THE poke for Maxi.Very good to interrupt strings with or after a blocked 
          attack, such as 66A. Hits S.Mid.
          Simple. Good range. Has about 20 options to use afterward which can fit
          to match most options your opponent may have to retaliate. Very abusable.
          Hits vertical then horizontal. Follow up quickly with K and you'll knock
          the opponent down. Use the stance shift to escape if blocked.
          Very quick and TCs for nearly a full second! Cancel the stance shift or add
          a BL K,K follow up could catch people in wake up.
          Nice low poke. You can tack this one on at the end of a string, as with 2A
          to poke any followup.
       3.Wake Up Attacks
        What is a wake up attack? Its a mid or low attack used just as someone is
        getting up. If the opponent guards wrong then they'll get smacked with the
        attack. Here are some good wake up attacks.
          Excellent tool since it will strike the opponent on the ground and high. 
          If your near an edge it'll ring them out. Good also against those who continually
          block Highs and Mids.
          Rushes in at the same time and can launch, setting up a juggle. If you
          guess wrong and the opponent dosent try to stand then you'll be left 
          wide open.
          Quick and will put them into Crumple Stun. Goes into LI so you can have
          at them afterward.
          Very fast. Will strike even if they dont try to stand up.
          Hits even if they dont stand. Another one I'd only use to as wake up
          tool, as its pretty much useless as anything else.
         -FC 3A,A,A->RO
          If you happen to land in FrC while your opponent is on the ground, this
          can be useful.
          If you get the first hit and the opp tries to roll out of the way, the 
          second hit will track.
       4.Basic Strings Using the PSLs
        These are just some bare-bones basic strings using the PSLs to shift your 
        stances. Once again, be careful and use these with caution as they will 
        leave you open for attack. Its important to know when, and when not to use 
         -6A,A->RO PSL 1 BL B->LO
          Shifts from RO to BL. You can use another option off BL.
         -4A+K->LI PSL 2 RC
          Used to step out of range. You can use RC A to fly back in for a nasty
         -4B->LO PSL 3 RO
          4B is an excellent attack by itself, and linking into RO gives you tons
          of great follow ups.
         -A+B[2]->RC PSL 4 RO
          A+B[2] is widely regarded as a useless attack with its slow recovery. 
          PSL 4 allows you to sidestep any attacks that may come afterward.
       5.Stance Shift Wake Ups 
       Maxi's Soul Loops are some of the best physical and mental tools in the entire
       game. By conditioning an opponent to expect something that he hasn't been able
       to interrupt or get around will almost always give you ample time to set up a
       stance shift based attack. 
         -A,A->RC K,K, 8WR 3_9bG->RC K,K, 6A+B->BL PSL 1->RC A
          Alright, this one is a little complicated. Lets break it down. The first 
          part A,A->RC K,K knocks down the opponent, 8WR 3_9bG->RC K,K is for the wake 
          up, and 6A+B BL PSL 1->RC A combos and shifts for a mix up wake up.
         -236B->LI B->BL PSL1 RC A_RC K,K
          If 236B connects, one choice is you can follow up with LI B just in case they
          decide to stand, then BL PSL1 into RC and use either RC K,K or RC A to hit them
          while down.
       6.Useless Moves
       Avoid these moves as much as possible unless your playing the computer or a brain
       dead opponent.
          The attack is way to slow and completely linear. The stance shift is also too
          slow. Not even useful as a SCUB. 
         -66K,B->RO; 2K,B->RO
          Both these have the same B follow up. Its extremely slow so dont use it unless
          you've trained your opponent to expect 66K,K instead. Otherwise, its gonna be
          blocked or GIed.
          Stance shift is too slow and the attack can be seen from a mile away.
         -4A->B[4]->LI; 4A->B[4]G->LI; 6B[4]->LI; 6B[4]G->LI
          These moves all basically do the same thing. They create a defensive copter
          in front of Maxi. Or at least they used to. Now, the copter can be run 
          through, leaving Maxi completely helpless and vulnerable to throws.
          This one only has some select few situations when it should be used, such as
          when an opponent is rolling away from you or post GI. But if its blocked, it
          can leave you at a severe frame disadvantage.
       7.Guaranteed Strings
       Most of these are pretty self-explanitory so they dont require too much dissection.
         -CH 3A->236B
         -CH 3A->B+K,BBB:A
         -CH 3B->2aB
         -CH 3B->6A+B->BL K
         -RO K,K->66A->FC 2B
         -RC A_66A->FC 2B
         -aK4->66A->FC 2B
         -WL K->BAK
         -WL K->2aB
         -WL K->66A->FC 2B
         -2K,B->RO A->BL A
         -66K,B->RO A->BL A
         -6A+B->BL K
         -CH LI K->66A
         -CH LI K->A+B
         -CH LI K->6A+B->BL K
         -CH LI K->236bG->3B
         -CH 8WR 8A->A,A->RC
         -66B->LO B
         -8WR 8_2 K,K_RC K,K->66B+K
         -CH 236bG->3B
       8.Free 6A+Bs
       6A+B has got to be Maxi's best new move. And its fast enough to grab guaranteed 
       damage off some blocked attacks and strings. This is basically a list of each
       character and which strings you can get free 6A+Bs off of.Now its not complete now,
       Im slowly finding these on my own since the frame data has yet to be released. But if
       you think you may have one, then please E-mail me with what you've got and I'll see if
       it works.
       Free post block = 6A+B is free after that string or attack is blocked.
       3KA  ---m,h Interrupt after first hit
       1KA  ---l,h Interrupt after first hit
       6[B+K] ---m Free post block
       214Ax5 ---mx5 Free post AG block if spin towards or stationary
       4KK ---m,m Free post AG block
       8WR 9_3 AB  ---Free post AG block
       AB  ---h,h Interrupt after first hit
       ABB ---h,h,m Interrupt after first hit
       AK  ---h,h Interrupt after first hit
       ABK ---h,h,l Interrupt after first hit
       bAAA ---h,h,h Interrupt after first or second hit
       8WR 2AA ---h,h Interrupt after first hit
       2b8BAAA_K  ---Sm,m,m,m Free post block
       236 85_25 AB  ---m,m Free post block
       236 85_25 BAA ---m,m,m Free post block
       236 85_25 BAK ---m,m,m Free post block
       236 85_25 KK  ---m,m Free post block
       236A ---m Free post block
       236AB ---m,m Free post block
       8_9 KK ---m,m Free post block
       kB ---m Free post block
       2BB ---S.Mid,m Free post block
       B+KB ---m,m Free post block
       AA ---h,h Interrupt after first hit
       4BK ---m,h Interrupt after first hit
       A+B,A  ---m,m,l Free WS K post block
       BBB ---m,m,m Free post block
       A+B,B  ---m,m,m,m Free post block
       7_8 A+B ---m Free post block
       1A+K ---l RCC Free post block
       AA  ---h,h Interrupt after first hit
       WS A+B,A/SE AA ---h,m,h Interrupt after the second hit
       8WR 2_8 A   ---m Free post block
       8WR 2_8 B   ---m Free post block
       8WR 3_9 AA  ---m,m Free post block
       WS B   ---m Free post block
       3BB ---m,m Free post block
       6AAA ---h,h,h Interrupt after either the first or second hit
       BA ---m,h Interrupt after first hit
       TR B ---m Free post block
       TR K ---m Free post block
       236B->LI  ---m Free post block
       6A+B->BL  ---h Free post block
       3A+K    ---l,h Free WS A+B post block
       A+B2 ---m Free post block
       8WR Right A->LI ---m Free post block
       FC 3AAA->RO ---l,l,l Free post block
       FC 1A,B->LO ---l,m Free post block
       B2->RO ---m Free post block
       66B->LO ---m Free post block
       B+KBBB:A->RO ---mx9 Free post block
       8WR 8_2 B->LO ---h Free post block
       WS B->LI ---m Free post block
       RO B,B->RC ---m,m Free post block
       RC ag8B->LO ---m Free post block
       LO B->RC ---m Free post block
       BL A ---h Free post block close range
       BL K ---l Free post block
       BL KK ---l,h Interrupt after first hit
       LI KK ---m,h Interrupt after first hit
       66KB->RO ---h,m Interrupt after first hit
       BA->BL   ---m,h Interrupt after first hit
       WS AA     ---m,h Interrupt after fist hit
       8WR 1_7 B,A  ---m,h Interrupt after first hit
       66AA    ---h,h Interrupt after first hit
       66BBB  ---m,m,m Free post block
       6AA --- h,h Interrupt after first hit
       A+K ---m Free post block from close range
       6AA ---h,m Free post block or interruptable after first hit
       A6 --- Free post block
       44BB ---m,m Free post block
       4B+K ---m Free post block
       bA ---m Free post block
       8wr 3_9 BB ---m,m Free post block
       2KB ---l,m Free post block
       MST AAA ---h,h,h Interrupt after second hit
       MST B ---m Free post block
       MST AB ---h,m Free post block
       HMD    ---Interrupt while entering stance
       AA ---h,h Interrupt after first hit
       AA*B_[B]  ---h,h,m Interrupt after first or second hit
       A+K,A_[A]/8WR 8_2 KA_[A]  ---h,h Interrupt after first hit
       4[A]  ---h Free post block
       3[B]  ---m Free post block
       NSS [A+B]   ---m Free post block
       A+B  ---m,m,m Free post block
       WS AA ---m,m Free post block
       2A+B --m Free post block
       8WR 9 A ---m Free post block
       8WR 2 AA ---h,h Interrupt after first hit
       6B ---m Free post block from close range
       6BB ---m,m Free post block
       44BB ---m,Sm Free post block
       bgBB ---m,m Free post block
       66K ---m Free post block
       NBS KK ---m,h Interrupt after first hit
       NBSR AA ---h,h Interrupt after first hit
       NSS AA ---l,h Interrupt after first hit
       NSSL bA ---h Free post block
       AA     ---h,h Interrupt after first hit
       AB     ---h,h Interrupt after first hit
       66AAB  ---h,h,m Interrupt after first hit
       FC 3AAB ---h,h,l Interrupt after first hit
       8WR 1_7 BAB ---m,h,m Ineterrupt after first hit
       8WR 3_9 AA   ---h,h Interrupt after first hit
       8WR 8_2 B  ---m Free post block
       3B   ---m Free post block
       6AA6B ---h,h,m Free post block
       ABB ---h,m,m Free post block from close range
       66ABB ---h,m,m Free post block
       1A ---l Free A+B post block
       8WR 8_2 AAA ---h,h,l,l Free post block
       8WR 8_2 AK ---h,m,h Interrupt after second hit
       8WR 7_1 A ---l,h Free post block
       BAA ---m,h,l Free A+B post block
       B6 ---m Free post block
       4B ---m Free post block
       8WR 8_2 B ---m,m Free post block
       66K ---Sm,Sm Free post block
       9KKK ---h,l,h Interrupt after second hit
       BKA  ---m,h,h Interrupt after first or second hit
       BA[K] ---m,h,h Interrupt after first or second hit
       B[K]  ---m,h Interrupt after first or second hit
       66AA  ---h,h Interrupt after first hit
       PO K ---m Free post block
       PO 8KA ---m,m Free post block
       KKK   ---h,h,h Interrupt after first or second hit
       8WR 9_3ABBB ---h,m,m,m Free post RG block
       6AA ---h,h Interrupt after first hit
       BA ---h,h Interrupt after first hit
       4B+K ---m,m,m,m Free post block
       8WR 7_1 B ---m Free post block
       2KA ---l,h Interrupt after first hit
       BT AA ---h,h Interrupt after first hit
       4AA  ---h,h Interrupt after first hit
       1BKK ---m,m,h Interrupt after second hit
       66A ---m Free post block
       66A+B ---m,m Free post block
       66A+K ---m Free post block
       6BB ---m,m Free post block
       MC-FT B ---m,l Free post block
       LF-FT A ---m Free post block
       CR B+K ---Free A+B post block
       WS B+K ---m Free WS/FC A+B post block
       2A+B ---l Free WS/FC A+B post block
       BS A+B ---l Free WS/FC A+B post block
       3AK  ---l,h RCC and interrupt after first hit
       44[A] ---m,h Interrupt after second hit
       66A+B ---m Free post block from close range
       3A+B ---m Free post block from close range
       4BBB ---m,m,m Interrupt after second hit
       1kAA ---m,m,m Free post RG block
       6B+K,BB     ---m,h,h Interrupt after first or second hit
       8WR 1_7 B,A ---m,h Interrupt after first hit
       WS K ---m Free post block (Arcade only)
       8WR 2_8 AB ---h,h,m Interrupt after first hit with 1B
       8WR 1_7 A  ---Free Post block
       A+B    ---m,m Free Post block
       2BB    ---m,h Interrupt after first hit
       AAKK   ---h,h,h,m Interrupt after second hit
       BK     ---m,h Interrupt after first hit
       1KA    ---l,h RCC and interrupt after first hit
       1KAB   ---l,h,m RCC and interrupt after first hit
       1KKB   ---l,l,m Interrupt after second hit
       6AA    ---h,l Interrupt after first hit
       6KKA   ---h,m,h Interrupt after second hit
       6KKAA  ---h,m,h,l Interrupt after second hit
       6KKK   ---m,m,h Interrupt after second hit
       66A+B  ---Free post block
       6BA    ---m,h Interrupt after first hit
       FC BB  ---m,h Interrupt after first hit
       WS AB  ---h,m Interrupt after first hit
       CR 2KK ---l,h RCC and interrupt after first hit
       CR 2KA ---l,h RCC and interrupt after first hit
       CR 66B ---m Free post block
       CR 66K ---m Free post block
       LW KKK ---l,h,h Interrupt after first or second hit
       6AAA ---h,h,l Interrupt after first hit
       66A ---h Slow enough that you can see it coming.
       8WR 8_2 AB ---l,m Free post block
       214A ---h,h Interrupt after first or second hit
       4AB ---m,h Interrupt after first hit
       4[A]->BMR ---h Free post block
       ABK ---h,m,h Interrupt after second hit
       7_8_9 A ---m Free post block
       7_8_9 [A] ---m,h,h Free post block
       8WR 8_2 A ---h Free post block
       1KK ---l,h Interrupt after first hit
       8WR 8_2 K ---h Free post block
       8B ---m Free post block
       66KB ---m Free post block
       66K 8_2A ---h Free post block
       66K 8_2B ---m Free post block
       kB ---m Free post block
       8_9KK ---m,m,m Free post block
       4AAA ---h,l,m Free post block
       2B b8BAK ---Sm,m,m,m Free post block
       B+K b8BAK ---m,m,m,m Free post block
       236b8BAK ---m,m,m Free post block
       1AA ---l,m Free post block
       2BB ---Sm,m Free post block
       8_9 KAB ---m,l,m Free post block
       BK ---m,h Interrupt after first hit
       8WR 7_1 AA --- l,m Interrupt after first hit
       66B+K,AB ---m,h,m Interrupt after first hit
       Seung Mina
       3A+KK ---m,m Free post block
       9B+K ---m,m Free post block
       1KK ---l,m Free post block
       A+B AB ---m,m,h,m Interrupt after second hit
       A+B AG ---m,m,h Interrupt after second hit
       66KKK ---m,m,h Interrupt after second hit
       9.Recognizing the Stances
       Now, I added this part for all newbies. But please, remember, Maxi shifts into
       his stances pretty quickly so recognizing the stances by sight may not be the
       best way to go about learning them. It really is better to just learn what
       moves shift into what stances. But, because it was requested, here you have
         -Right Outer
          Maxi holds his nunchakus behind his right arm, his right hand holding it
          over his right shoulder and his left hand in front holding it under his
          right armpit. Its on the right side of his right shoulder.
         -Right Cross
          Maxi holds the nunchaku with both behind his back with his left hand over
          his right shoulder and his right hand under his left armpit. The nunchaku
          is across the back of his body from top-left to right-bottom.
         -Behind Lower
          Maxi holds the chucks behind his back with one hand at each end on the
         -Left Outer
          Same as Right Outer only on left side.
         -Left Inner
          Maxi holds one end of the nunchaku under his left armpit and the other
          end on his left hand.
       10.Console Additions
       Since Maxi hasnt been changed too much from his Version D form, this section
       should give you a basic rundown of what his console additions are.
         -LI [B] Guard Crush
          Maxi will stay in TC for the entire time you hold it down. The downside is
          that it extremely easy to step.
         -BL [B] Guard Crush
          This is pointless. Opponents can see it coming from a mile away and can step
          it with no problem.
         -RC bA+K_2A+K Cancels
          A nice addition. RC B is pretty easy to see coming, and this cancel telegraphs
          it fairly well before it cancels into a sidewinder. Gives you good options from
          LI, RO, or BL depending on where you cancel and how long you wait for him to shift.
         -kB,[A]_[K] or RO K,[A]_[K]
          Second hits are now delayable and the attacks are now NC on regular hit. The charge
          is basically usefu to bait blocking opponents. If the opponent continues to block,
          then both will push out enough to keep you free of any retaliation.
       And thats it. Unless something is to be discovered in the future, Maxi seems to have
       been shafted with respect to console additions. Shame on you Namco.
    VIII.Technical Skills
    These are some good-to-know technical skills.
         -Recovering Crouch Cancel (RCC)
          This is used on attacks that put you into a FC or Forced Crouch state.
          Tapping either 6 or 4 just as one of these attacks will allow you to 
          cancel the crouch and do a quick step in the inputted direction. With
          practice, you can input an attack immediatley after the RCC. This 
          technique can be used on any character, not just Maxi.
         -Soul Charged attacks
          Initiated by pressing or holding A+B+K. The longer you hold, the 
          stronger your attacks will become. There are three levels of charge.
          At the highest level, certain attacks become Soul Charge Unblockables
          (SCUBS). These can also be used by any character.
         -Frame Data
          Data for the amount of frames it takes for an attack to strike, and more
          importantly, how many frames it takes to recover. Example:
          1B is i14, hs0, bs-11
          i14=Attack impacts at 14 frames
          hs0=Hit Stun is 0
          bs-11=Block stun is -11
          The move counts as a hit starting a frame 14. If its clean (non-CH), the
          frame advantage is 0. That means neither player has an advantage. Block 
          stun -11 means that Maxi's opponent will gain 11 frames of advantage. 
          That means if both players enter a command at the first possible frame, 
          Maxi's move will come out 11 frames later. Its bad to have a negative, 
          good to have a positive.
         -8WR Buffering
          Easier to do than RCC. Basically its when you input the command for an 
          8WR attack while one attack is still going on. i.e. A ~ 8WR 9_3 K While
          the A attack is still impacting enter the input for the 8WR attack and
          the transition will be immediate. The best method for this is to tap the
          direction once then hold it second time. Or you could mash in the
          Basically, whiffing an attack to catch someone in CH. 
         -1 Frame Shift
          Pressing two buttons within 1 frame of each other to make it so they are
          pressed at the same time. i.e. A+B = A 1FS B
         -Just Frame
          An attack that needs specific inputs at certain frame windows to execute.
         -Advancing and Retreating Guard
          While holding down the G button, hold either 6 for Advancing guard (AG) or
          4 for Retreating guard (RG). These are useful cause they can either increase
          or decrease the amount of pushback that an attack does. It dosent change the 
          amount of disadvantage you recieve, but it can help you in some instances.
    Thanks to the people who Ive borrowed info from and those Ive fought to piece 
    this thing together:
    -Keldon Creep <---HUGE props lol :-)
    -My brother <---Helped compile the list of 6A+B freebies
    -Hajime Owari
    -Killer Tofu
    -Coffee Gum
    -Lord Spazz
    -Don "Gamera" Chan
    -All the regulars at the Maxi board at Soul Calibur.com
    If there is some Strat Im missing or something I have wrong, please e-mail me at:
    You will recieve full credit.

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