Running entirely off of coffee, Max is a patient character, taking great advantage of opponents who may be asleep at the
wheel.
Max's premier mechanic is their Caffeine Gauge, giving them access to enhanced versions of their special moves.
While the Caffeine Gauge serves as a powerful tool for Max, it doesn't come for free. Max must use 22K
to recharge their levels, often having to give up powerful okizeme to keep their momentum going.
Once fueled up, Max's combo game becomes much more potent and versatile, scoring massive corner carry off of small
hits. With a great overhead in en.214H and the threat of 623H's range and
launch, Max has plenty of opportunities to open up the opponent and take them wherever they please.
Without Caffeine on their side, Max's moves are still nothing to scoff about—they still serve good utility when used
correctly. Most of their moves still allow them ample time to route into a knockdown and recharge their gauge. In
exchange for their great offense, Max lacks a meterless reversal, making it more difficult to escape pressure. Max will
need to play passively until they can find a moment to strike.
Max excels at keeping their opponent exactly where they want when they have Caffeine on their side, greatly rewarding
those who can keep up with their resource management.
Max uses their Caffeine Gauge to perform enhanced versions of their special moves. Max starts the round with 0 out of
3 Caffeine bars, and one is consumed every time a special move is performed. Max's moves when enhanced are significantly
more powerful, deal more damage, and have more launch power, allowing for more combo potential when managed correctly.
Max's Caffeine Gauge when full
While Max is limited to having 3 Caffeine when recharging with Energizzze, they can still acquire more
if they collect
Goopert'sCoffee Cups
. There is no limit to the amount of
Caffeine Max can acquire with this method, but collecting such a large amount won't be feasible outside
of Training Mode.
Max holds out an angry cat that scratches the opponent. A pretty weak move when performed raw, but a great option for
keeping an opponent in the air for combo extensions.
Max starts stirring up a cup of coffee. At the end of the move, Max spills its contents on the opponent. The size,
damage, and launch of the splash depends on how long the input was held.
On grounded hit, the opponent is sent into stagger. On airborne hit, the opponent stays suspended in the air
for a short time. Fully charged version launches the opponent regardless if they are grounded or airborne.
The enhanced version of this move has more hits. Data in brackets represents the impact of extra hits when
enhanced.
Max takes a sip of coffee which refills their caffeine gauge. Also heals Max for a small amount (not enough to make a
significant difference).
Cannot be enhanced
If interrupted, the amount of caffeine regenerated will be equal to the duration of the move. For example, if
the move was interrupted 50% of the way through, Max will only regenerate 1 Caffeine (one third of the full amount).
Max pours a bottle water on themselves and shakes it off like a Freakinge dog.
In the enhanced version, Max pours an entire bucket of water on themselves, creating a much larger splash
and dealing more damage after shaking it off.
Max pulls out a Deagle and physically hits the opponent with it.
In the enhanced version, Max pulls out an AWP with much more enthusiasm, delivering a more powerful impact.
Causes hard knockdown on hit, and Guard Crush on block.
Attributes
Properties
Proration
Counter Type
Chip Ratio
On Hit
Strike
-
-
-
- [-]
Data in brackets represents the frame advantage of the enhanced version.
Max prepares a large punch. On contact with the opponent, their fist moves towards the screen and smashes the camera.
This shakes the whole window and reverses the opponent’s inputs for a short duration. Invincible on startup.
Max jumps really high into the air and takes off their glasses, reflecting the sun through their lenses to create a
powerful beam of light that incinerates the opponent. When used with Caffeine available, the super deals more damage
and has a larger beam. At level 3, the super will summon two beams of light, making it near unavoidable.
If Max is to somehow have more than 3 Caffeine, the super will only consume the 3 necessary and play
as if it was Level 3.