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{{card|width=4 | {{card|width=4 | ||
|header=Overview | |header=Overview | ||
|content=Keiji Maeda is | |content=Keiji Maeda is a basic character with long reach and high damage. Maeda has some very long and big normals such as {{clr|C|2C}} and {{clr|C|j.C}}. He is also no slouch up close with good stagger pressure with {{clr|A|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 {{Character_Label|SBX|Tadakatsu|label=infinite guard point on all normals}} or {{Character_Label|SBX|Hambe|label=resourceless infinites from most hits}}. His mobility is also quite lacking with him having a step dash instead of a run. | ||
}} | }} | ||
{{SBX/Infobox | {{SBX/Infobox | ||
}} | }} | ||
{{ProsAndCons | {{ProsAndCons | ||
|intro=is | |intro=is a basic character with big buttons and high damage. | ||
|pros= | |pros= | ||
*'''Range''': Maeda has some very large normals like {{clr|C|2C}} and {{clr|C|j.C}} which he can convert into infinites with reinforcements. | *'''Range''': Maeda has some very large normals like {{clr|C|2C}} and {{clr|C|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 | *'''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. | *'''Weird Hurtbox''': His hurtbox is, to be blunt, bizarre, making some combos either hard or impossible on him. | ||
|cons= | |cons= | ||
*'''In The Wrong Game''': Maeda is very basic and has no overwhelming strengths which is | *'''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 | *'''Slow''': Maeda's moves and mobility are slow and has a step dash instead of a run. | ||
*'''Weird Hurtbox''': Maeda is susceptible to combos and infinites that | *'''Weird Hurtbox''': Maeda is susceptible to unique combos and infinites that only work on him. | ||
}} | }} | ||
</div> | </div> | ||
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{{SBX_Move_Card | {{SBX_Move_Card | ||
|input=5A | |input=5A | ||
|description=Basic jab nothing special. | |description=Basic jab, nothing special. | ||
}} | }} | ||
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{{SBX_Move_Card | {{SBX_Move_Card | ||
|input=2A | |input=2A | ||
|description=On counter hit this move floats the opponent which can go into {{clr|B|2B}} for good damage in the corner. This leads into simple but effective stagger pressure in the corner. | |description=On counter hit, this move floats the opponent which can go into {{clr|B|2B}} for good damage in the corner. This leads into simple but effective stagger pressure in the corner. | ||
}} | }} | ||
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{{SBX_Move_Card | {{SBX_Move_Card | ||
|input=j.C | |input=j.C | ||
|description=Large air move which is used | |description=Large air move which is used for neutral. | ||
}} | }} | ||
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{{SBX_Move_Card | {{SBX_Move_Card | ||
|input=j.2B | |input=j.2B | ||
|description=Useless move. There is | |description=Useless move. There is a glitch with this move where if you input 3+{{clr|A|A}}+{{clr|B|B}} you will do this move instead of perfect defense which does not happen with {{Clabel|SBX|Motochika}} who has a move with the same input. | ||
}} | }} | ||
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{{SBX_Move_Card | {{SBX_Move_Card | ||
|input=236B,236[B] | |input=236B,236[B] | ||
|description=Can be jump canceled on hit. Is slower | |description=Can be jump canceled on hit. Is slower than {{clr|A|236A}} and the combos afterwards aren't as damaging. Never used. | ||
}} | }} | ||
Revision as of 19:55, 23 January 2024
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.
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
5B
5C
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
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
j.B
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
Aerial Attack
2B+C
Aerial Spike
j.2C after Aerial Attack
Guard Cancel
6B+C while blocking
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
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. 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. Has short range.
Shitakogare
214C
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
To edit frame data, edit values in SBX/Keiji Maeda/Data.