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Midway through the fight, his shoulder rushes will come in groups of three. If you position yourself immediately above or below him on the Y axis then you should avoid at least one rush; then it's just a matter of timing your jumps to hop above him when he charges.
He's still pretty easy when you get the technique down, just not pathetic anymore.
- When he squats, he'll do a jump kick. Move above or below him, since the jump kick goes far forward but tracks vertically too.
- When he glows red, he'll attempt to grab and slam you. You can break free of the grab if you twist the controls very very fast, but it's safer to just jump over him and then he'll do nothing. Note that if you get slammed, it will do a LOT of damage to you, one of the most damaging attacks in the game. So avoid this.
- When he holds his arms together on the side, he'll do his spinning punch move. Just move a bit further away, this will only ever hit you if you are careless. Also, you can keep hitting him from the distance since with most characters, your punch outranges Max - just watch out for any attacks that would move you forward (for ex. Floyds last punch of his combo).
- When he is leaning forward, he'll do a Thunder Tackle. This tracks vertically and moves forward, so either move above him, use your defensive special, or just jump over his tackle - you can also attack him while jumping.
Halfway through the fight, his attacks will change:
- the grab will come off immediately, leaving you no time to break out. So you'll always need to jump or defensive special when he does this.
- jump kick gets more range. Not really a problem.
- spinning punch will pinball him up and down. Not a problem as long as you don't get cornered, but it does mean you can't damage him back while he does it.
- Thunder Tackle will come in rows of three, one forward, one back, one forward. You can either defensive special (costly to do this repeatedly), time some perfect jumps (best not to air kick because it stalls you and screws up the timing, although you can jump kick and then do defensive special on the ground), or dodge vertically (you'll have to zig zag back and forth through all three tackles). If you get hit by one tackle, try not to use the up+jump to land on your feet - gives you more time for Max to finish the move.
Sometimes he also blindly does a thunder tackle, I think after a missing jump kick.
It's only a hard boss in 2p mode where agents come to help him during the fight and really make a mess out of things. But really, Max is still pretty easy. Which is okay, given that he is the boss of one of the hardest levels.
Much more tedious.
Tbh you can just jump all day, wait for him to flash red then get a few hits in with jump attacks (it counters the flashy red grab animation). You'll never really get hit this way, but it'll take a while.
I'd write more but you'd be better off just getting in some practice than reading. Just memorise his move set.
- If he charges his tackle (looks at you and prepares to charge)
Jump, don't jump kick, just jump, you can also time specials to charge up combo. it is risky, but raking up scores is all about risk and rewards.
-If he charges up his spinning attack (looks down and joins both hands)
You can hit him at a right distance with allmost all characters. I just guitar his head , it's more safe with her.
If he does the enraged version just use some specials to rack up score, or just stay away.
-Jump kick.
special or move up or down if your character is slow.
-if he gets red and screams.
Get away and when he's close jump, Otherwise learn to time his enrage animation.
Max is either the easiest or the hardest boss in the game. Easiest since he takes his time , has very obvious tellings and is INCREDIBLY predictable. But among the hardest to rack up combo since he's unstoppable unless you use your star move. He also tends to cancel a move into another for no reason and with no telling. I think its a bug that was supposedly fixed but it happens less often now.
This is pretty much popular knowledge for SOR 2 fans, but it's pretty much a rule. Jumps make your hitbox tiny making you vulnerable only to anti air attacks, but that privilege ends when you use any attack.