SBX/Keiji Maeda

From Dustloop Wiki
< SBX

Overview

Overview
Keiji Maeda is a basic character with long reach and high damage. Maeda has some very long and big normals such as 2C and j.C. He is also no slouch up close with good stagger pressure with 2A that can lead into high damage. He also has some weird defensive quirks like his guard cancel which can go into an infinite along with a bizarre hurtbox which makes combos either difficult or impossible. Maeda's biggest problem is that he is too basic with no overwhelming strengths. Which is a problem when you have characters with  infinite guard point on all normals or  resourceless infinites from most hits. His mobility is also quite lacking with him having a step dash instead of a run.
SBX Keiji Maeda Nameplate.png
SBX Keiji Maeda Portrait.png
Damage Taken
%
Prejump
F
Backdash
F
Unique Movement Options
Step Dash

 Keiji Maeda is a basic character with big buttons and high damage.

Pros
Cons
  • Range: Maeda has some very large normals like 2C and j.C which he can convert into infinites with reinforcements.
  • High Damage: Maeda has good pressure that can lead into high damage if the opponent makes a mistake.
  • Weird Hurtbox: His hurtbox is, to be blunt, bizarre, making some combos either hard or impossible on him.
  • In The Wrong Game: Maeda is very basic and has no overwhelming strengths which is a weakness in this game.
  • Slow: Maeda's moves and mobility are slow and has a step dash instead of a run.
  • Weird Hurtbox: Maeda is susceptible to unique combos and infinites that only work on him.

Normal Moves

5A

Guard Startup Active Recovery On-Block Damage Level
Mid 5 2 7 ±0 28 1
Basic jab, nothing special.

5B

Guard Startup Active Recovery On-Block Damage Level
Mid 9 3 11 +2 54 4
A quick poke with good range. Will whiff against crouching  Oichi,  Motonari, and  Maeda.

5C

Guard Startup Active Recovery On-Block Damage Level
Mid 18 4 18 -3 82 5
A very large but slow poke.

6B

Guard Startup Active Recovery On-Block Damage Level
High 22 1 28 -13 60 4
One of the better 6B overheads. Can combo afterwards or go into an infinite with reinforcements.


6C

Guard Startup Active Recovery On-Block Damage Level
Mid 22 2 32 -15 60 5
Combo fodder.

2A

Guard Startup Active Recovery On-Block Damage Level
Low 6 1 8 +7 20 4
On counter hit, this move floats the opponent which can go into 2B for good damage in the corner. This leads into simple but effective stagger pressure in the corner.

2B

Guard Startup Active Recovery On-Block Damage Level
Mid 8 4 23 -11 40 4
Your launcher that goes into high damage in the corner.

2C

Guard Startup Active Recovery On-Block Damage Level
Low 14 5 14 ±0 60 5
A gigantic almost halfscreen poke. Your best move.

j.A

Guard Startup Active Recovery On-Block Damage Level
High 6 3 8 24 3
Combo fodder.

j.B

Guard Startup Active Recovery On-Block Damage Level
High 11 4 10 55 4
Combo fodder.

j.C

Guard Startup Active Recovery On-Block Damage Level
High 17 5 15 80
Large air move which is used for neutral.

j.2B

Guard Startup Active Recovery On-Block Damage Level
High,Mid 24 Until landing 16 21 -16 42×2 2,3
Useless move. There is a glitch with this move where if you input 3+A+B you will do this move instead of perfect defense which does not happen with  Motochika who has a move with the same input.

System Mechanics

Ground Throw

6C or 4C

Guard Startup Active Recovery On-Block Damage Level
Throw 5 1 18 100
Standard throw that leaves the opponent fullscreen.
Keiji Maeda does not have an air throw.

5B+C (Hold OK)

Blowback Attack

Guard Startup Active Recovery On-Block Damage Level
Mid 18~ 4 21 -9 60
Used in infinites.

Aerial Attack

2B+C

Guard Startup Active Recovery On-Block Damage Level
Mid 21 6 16 -13 60
Not used.

Aerial Spike

j.2C after Aerial Attack

Guard Startup Active Recovery On-Block Damage Level
15 4 21 35
Not used.

Guard Cancel

6B+C while blocking

Guard Startup Active Recovery On-Block Damage Level
Mid 15 4 21 -6
The best metered guard cancel in the game. He can do an infinite off of it with reinforcements. He can also combo into his Basara K.O from it.

Reinforcements

5E

Version Guard Startup Active Recovery On-Block Damage Level
5E Lv1 Mid 24 45 18 28 2
5E Lv2 24 45 18 48×2 3
5E Lv3 24 45 18 68×3 4
Used heavily in infinites.

2E

Guard Startup Active Recovery On-Block Damage Level
Mid 48~69 16 6 110
Can't be aimed like most 2E's.

Special Moves

Yoko Renbo

236A (Hold OK)

Version Guard Startup Active Recovery On-Block Damage Level
236A Mid 31 7 32 +17 90
236[A] Mid 93~ 4 20 -5 90
Has all of the same properties as an Blowback Attack on hit. This move can lead into your most damaging non-infinite combos. But due to it's slow startup it's mostly reserved for DP punishes or if the opponent's guard bar breaks. Also sees use in Maeda's player two infinites.

Koi No Togegoe

236B (Hold OK)

Version Guard Startup Active Recovery On-Block Damage Level
236B Low 37 4 36 +17 88 4
236[B] Low 69~ 4 21 -12 88 3
Can be jump canceled on hit. Is slower than 236A and the combos afterwards aren't as damaging. Never used.

Hitori Zumou

214A

Guard Startup Active Recovery On-Block Damage Level
Mid 12 8(8)6 14 -4 52×2 4×2
Your main combo ender. Also used in infinites.

Anti-Air Hitori Zumou

214B

Guard Startup Active Recovery On-Block Damage Level
Mid 10 29.5 31 -49 61×2 4×2
Same as 214A except it goes up. Not terribly useful.

Koi no Saya-ate

236C

Guard Startup Active Recovery On-Block Damage Level
Throw 5 1 22 30×2.16 5
Maeda's command grab that can be combed after. Has short range. If you throw your opponent in the corner they don’t end up fully in the corner enabling a left right mixup. Said corner mixup doesn’t work against  Oichi.

Shitakogare

214C

Guard Startup Active Recovery On-Block Damage Level
Mid 31 44 Total 64 -5 61 4
Horrendously slow and whiffs up close. Never used.

Basara Attacks

Koi no Arashie

214214C

Guard Startup Active Recovery On-Block Damage Level
Mid 6+14 {2.3(1)}×5 Total 82 -20 31×10 5
Your invincible reversal super. Does less hits if it's done in the corner.

Hitome Bore

236236C (~E)

Version Guard Startup Active Recovery On-Block Damage Level
236236C Mid 13+12 10.32 37 -50 96.24×5 5
236236C+E Lv1 Mid 41+0 Total 109 26×3 5
236236C+E Lv2 Mid 41+0 Total 129 26×8 5
236236C+E Lv3 Mid 41+0 Total 267 26×10.44 5
Aside from having super armor that goes through bursts it's not useful.

Basara K.O

Matsuri da! Wasshoi!

2141236C

Guard Startup Active Recovery On-Block Damage Level
Mid 10+3 6 34 -17 Fatal
An easy to combo into Basara K.O.


Colors

  • This color is only available in the mirror match. It can only be selected by the second player if they select the same character with the same button that the first player did.


Navigation

 Keiji Maeda
To edit frame data, edit values in SBX/Keiji Maeda/Data.
SBX Hideyoshi Icon.png
Hideyoshi
SBX Kenshin Icon.png
Kenshin
SBX Maeda Icon.png
Maeda
SBX Masamune Icon.png
Masamune
SBX Motochika Icon.png
Motochika
SBX Motonari Icon.png
Motonari
SBX Nobunaga Icon.png
Nobunaga
SBX Oichi Icon.png
Oichi
SBX Tadakatsu Icon.png
Tadakatsu
SBX Yukimura Icon.png
Yukimura
PS2 Exclusive Characters
System Links