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 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 NCc A+BG M 18 CS on CH RC 6A+B h 30 KD BL 6A+Bg h 4A+B m,m 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 NC KD BT B+K m 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 66B4 mx5 10,30,?,?,? NC KD LI (1) 66B4,G m 10 LI 33_99B M 28 BL (2) 33_99bA h 22 KD RC 22_88B mx4 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 RC K,K:K L,m,h 14,16,19 NC GC (1) Notes (1) The last JF kick has Auto taunt on hit ---- 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 TC LI (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 ------------------------------------------------------ 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) 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) *Update* (Credits to The Old Sifu) Note: During PSL 3 on (LO<>RO) phase, LO will goes into BL instead of RC PSL 4=[2] while in stance. Sidewinder to the RIGHT starts in RO then shifts stance stationary. RO > BL > (LI > BL > RO) PSL 5=[8] while in stance. Sidewinder to the LEFT starts in LI, then shifts stance stationary. LI > BL > (RO > LI > BL) 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 *Updated* 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 *Updated* 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 *Update* 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 *Update* ---------------- 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 ---------- 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 Crono Spyder for all the basics he taught me back in the days soakrates Aqua Snake filldoh Rico Marginal Johnny Blaze ATL_R33D 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.