Punch Planet/Maxx

From Mizuumi Wiki
Jump to navigation Jump to search
Maxx

Maxx is a bully character who uses forward moving specials, big buttons, and a unique armor buff to beat his opponents up. He can bully his way through neutral with big buttons and his forward moving [4]6HP Hook Swing. The light version is fairly safe, only punishable by a jab, and can be spaced to be made even safer. This is weak to parry and blocking closer, so Maxx comes with a forward moving command grab in [4]6K Ground and Pound to keep opponents on their toes. These can be made even harder to beat when Maxx uses 63214K Buff-U, where he takes a swig of his drink and tosses it away. This gives all of his specials armor, making it hard for the opponent to contest spaced Hook Swing or Ground and Pound.

Once Maxx scores a hit, he can do big damage, especially with meter. [4]6PP EX Hook Swing is a powerful launcher that can be jump cancelled, giving access to Maxx's surprisingly strong air juggle potential. Ending in a normal like j.HP allows for a safe setup for 63214K, letting Maxx choose between buffing himself or going for a mixup. He can mix surprisingly well, between his command grab, various frametraps, and a solid crossup with j.MP. With T-meter, he can convert from his overhead 6HP using DTC for big damage overhead mixups. All of this can be covered with 63214KK EX Buff-U, which tosses the bottle in front of him. He can also do this with meterless Buff-U if he already buffed himself, but it can be hard to get a knockdown without spending the buff in the first place.

Maxx is also great on defense, sporting the second highest total health value and a great reversal with EX Horny Toad. His various armored tools make him as scary on defense as he is anywhere else, but all of this is held back by a few key things. Maxx has to have resources to make things scary, from DTC to make Hook and Swing safe or EX Hook Swing for high damage and better knockdowns. He relies on EX Buff-U for his setplay, and his EX Ground and Pound is much faster, making for a much better mixup. Alongside this, if Maxx saves up 4 total bars, he immediately goes into Happy Hour, giving him his buff from Buff-U until his meter runs out. He also gets bonus armor on all of his heavy buttons, making it a very worthwhile tool if he can ever save up for it. Meter management is key. Alongside this, many of Maxx's tools have clear answers when not buffed: mashing tends to beat any random neutral Hook Swing or Ground and Pound, and getting buff safely in neutral is hard without spending a DTC since the animation lasts so long.

Maxx is a powerful character in a lot of situations on offense, defense, and neutral. He needs the right resources to really make it work, but if he can manage it, his potential to take over rounds and snowball with armored specials is threatening.


Pros Cons
  • Tank: Maxx has a ton of HP to work with, helping him stay alive against the high damage characters.
  • Alcoholic: Buff-U is a powerful drink that gives Maxx armor on all of his specials, making it impossible to challenge them with buttons. This turns slightly annoying neutral into nearly incontestable neutral, and when he gets Happy Hour, he can repeatedly abuse these armored moves.
  • Bully: When spaced well, Hook Swing is a difficult neutral tool to deal with, and Maxx has tons of ways to punish your response to it.
  • Snowball Potential: If Maxx gets a knockdown from something like EX Hook Swing, he can loop scary offense and good mixups until you die. Letting Maxx get in and play his game is scary, and it can be hard to stop him everytime.
  • Resource Reliant: Maxx struggles to convert into good knockdowns or damage without spending any sort of resource, even when he gets a counterhit. He also relies on EX Buff-U for setplay, forcing him to spend the bar if he wants a truly scary mixup. He also will go into Happy Hour immediately once his meter is full, making meter management key with Maxx.
  • Alcoholic: Maxx relies on Buff-U to make his neutral options truly threatening, and he only gets to use the armor buff once. If he whiffs a special, or if it gets blocked, the armor disappears until he uses Buff-U again.
  • Big and Slow: In classic tanky fashion, Maxx is a bit slower and a lot bigger than the others, making it easier to pin him down.
  • Mixup: While his mixup with EX Buff-U out is great, it otherwise isn't as good. He can't confirm from a 2LK low, his overhead only combos on counterhit, and his command grab Ground and Pound is quite slow. He can always threaten strike/throw between cancels to Hook Swing and Ground and Pound, but this isn't guaranteed and can be risky.
Character Info

Maxx closeup.png

Character Profile

  • Age: Unknown
  • Height: 7'2"
  • Origin: Planet T-03D
  • Occupation: Bouncer
  • Likes: Buff-U
  • Hates: Last Call
  • Weapon: Fists and Boots

Move List
Unique Moves

  • 6MP
  • Target Combo 1: 6MP > HP
  • Overhead: 6HP

Specials

  • Hook Swing: [4]6P
  • Ground & Pound [4]6K
  • Horny Toad: [2]8P
  • Buff-U: 63214K

Supers

  • Last Call: [4]646P
  • Happy Hour: Automatically activated once 4 bars of meter are filled.

Grounded Normals

5LP
5LP
5LP
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
2LP
2LP
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
5MP
5MP
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
2MP
2MP
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
5HP
5HP
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
2HP
2HP
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -


5LK
5LK
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
2LK
2LK
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
5MK
5MK
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
2MK
2MK
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
5HK
5HK
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
2HK
2HK
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -

Air Normals

jLP
jLP
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
jMP
jMP
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
jHP
jHP
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
jLK
jLK
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
jMK
jMK
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
jHK
jHK
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -

Unique Moves

FW.MP
6MP
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
Target Combo 1
6MPHP
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -


FW.HP (Overhead)
6HP
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -

Special Moves

Hook Swing
[4]6P
LP Damage Guard First Active Active Recovery Cancel
300 - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
MP Damage Guard First Active Active Recovery Cancel
300 - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
HP Damage Guard First Active Active Recovery Cancel
300 - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
PP Damage Guard First Active Active Recovery Cancel
300 - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -


Ground&Pound
[4]6K
LK Damage Guard First Active Active Recovery Cancel
300 - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
MK Damage Guard First Active Active Recovery Cancel
300 - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
HK Damage Guard First Active Active Recovery Cancel
300 - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
KK Damage Guard First Active Active Recovery Cancel
300 - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -


Horny Toad
[2]8P
LK Damage Guard First Active Active Recovery Cancel
300 - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
MK Damage Guard First Active Active Recovery Cancel
300 - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
HK Damage Guard First Active Active Recovery Cancel
300 - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
KK Damage Guard First Active Active Recovery Cancel
300 - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -


BUFF-U
63214K
LK Damage Guard First Active Active Recovery Cancel
300 - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
MK Damage Guard First Active Active Recovery Cancel
300 - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
HK Damage Guard First Active Active Recovery Cancel
300 - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
KK Damage Guard First Active Active Recovery Cancel
300 - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -

Super Moves

Last Call
[4]646P
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -


Happy Hour
Automatic
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -