MAX Mode (
| The King of Fighters '97, '98, '98UM | |
| The King of Fighters 2002, '02UM, XIV, XV |
Description
The fighter strikes a pose, and then flashes yellow (blue in KOF XIV and XV) for the duration of MAX Mode. A timer appears above the Special Meter Gauge, indicating how long MAX Mode will last. If the player also has more meter stocks stored while in this mode, they can pull off Super Special Moves and/or enhanced versions dubbed as MAX Super Special Moves. When the timer is depleted, MAX Mode ends, and the character's attributes revert to normal, keeping any stocks they have stored.
In The King of Fighters '97 and The King of Fighters '98, MAX Mode was a part of Advance Mode. When activated, the user is granted extra damage to their attacks (but with a bit more pushback on hitstun which can prevent some combos from properly connecting) and suffers less damage from attacks landed upon them. MAX Super Special Moves AKA SDMs (Super Desperation Moves) can be performed in this mode where they are more-powered-up versions of supers that normally deal more damage (and are indicated by an orange/yellow startup flash instead of a blue one) and may have extended/altered animations. SDMs/MAX Supers when done in '97, did not end MAX Mode and could be done as long as power stocks still were in supply and while MAX Mode was still active, but in '98 they would end MAX Mode upon usage as a balance change.
However, in the re-release of the latter game, The King of Fighters '98 Ultimate Match, Extra Mode has been reworked to keep a single stock bar if the meter is full as opposed to being in an automatic MAX Mode if the meter was full. As a result, Extra Mode allows the user to activate Max Mode manually like in Advance Mode, and the cost for a super while under MAX Mode no longer needs an extra stock due to Extra Mode only having 1 total. MAX Mode in this game also has a second version exclusive to Extra Mode, labeled as MAX Mode (Quick)/Quick MAX Mode. If you activate MAX Mode when you land any physical hit (even from the air) as long as it is not a throw, it will activate MAX Mode (Quick) as it results in a faster activation without the power-up pose. This allows you to combo/chain immediately into the next action without leaving an opening, though hitstop frames are cut down which may make some chains/cancels/combos more strict and require quick linking.
In The King of Fighters 2002 (and its re-release, Unlimited Match), MAX Mode is changed from its '97 and '98 counterparts. When MAX Mode is activated, the fighter's attack damage will slightly decrease, but will also enable you to execute your character's hidden arsenal and above all, can be cancelled into through a variety of routes off of a character's cancel-able attacks only on hit or block (and can even be activated overlapping certain special moves or overlapping a short running dash with the activation). Thus, these activations which were the precursor to the aforementioned Quick MAX Mode in the latter-released 98 UM can work better as a varied combo extender without the need to rely on a raw/standalone activation (which some specific characters can still make use of).
Special Moves (and many other normal attacks) under MAX Mode's duration can be canceled into the next via the Free Cancel mechanic (carried over into The King of Fighters Neowave as part of Super Cancel Mode). This allows longer lasting combos that would normally not be possible, albeit each Free Cancel will decrease the duration of MAX Mode for each one performed as a cost (and not all Free Cancels work/combo the same way across the cast). Any charge-motion moves Free Cancelled-into do not require the charging period as they could be done similarly to circle-motion inputs instead under MAX Mode.
Performing a Super Special Move costs 1 stock as before, but the player can use one during MAX Mode without expending a stock. Thus MAX Supers/SDMs still require 2 stocks; one for MAX Mode and the other for the super itself (but now have altered inputs to not accidentally fully overlap normal supers/DMs). However, meter units cannot be built while under MAX Mode as a major change, making so that the user must have extra stocks built-up before activation. Furthermore in spite of the aforementioned decreased attack damage from MAX Mode, this is compensated for having the user's damage scaling be non-existent during it, and also enables any supers to deal their full-un-scaled damage. Though in 2002 UM, damage scaling during MAX Mode is reapplied with a different formula, depending on if MAX Mode was activated raw/standalone or off of a cancel.
MAX Mode also unlocks the fighter's MAX2DM AKA HSDM (Hidden Super Desperation Move). MAX Mode ends immediately after any super is performed just like in '98.
Solely in Capcom vs. SNK 2 via the N-Groove meter style, which mirrors Advance Mode in general, MAX Mode is done by inputting both the Heavy Punch and Heavy Kick buttons together and is called POWER UP Mode which also provides a mere 20% flat damage output increase for the user. Much like in KOF 2002, activation of POWER UP Mode halts the build-up of any meter units for the duration, again meaning to use stronger supers extra stocks need to have been built-up prior to activation (especially since N-Groove stock limit does not increase above 3 per team member defeated like in KOF). Ending a round while under POWER UP Mode also fully cancels it out and sets the current gauge amount (not stock amount) to 0 units for the next upcoming round. Though one major advantage POWER UP Mode has in that game is being able to buffer its activation straight into any Level 3 Super of the user's choosing.
MAX Mode returns in The King of Fighters XIV, and is changed again. Firstly, EX Special Moves carried over from XIII can only be used during MAX Mode (each one uses up a duration of the currently activated MAX Mode). Max Super Special Moves and Climax Super Special Moves much like the prior versions of MAX Mode end it upon usage, and you cannot use a Level 1 Super for free during it unlike in The King of Fighters 2002 or in Unlimited Match. The return of Quick MAX Mode via its 2002 variant also enables the user to cancel into a brief duration of their forward running animation which is cancel-able into attacks like before, but now at a cost has lesser of a duration than standalone/raw MAX Mode activation. Thus, most of the prior activation-cancel methods have been simplified compared to 2002 and 2002 UM. It is also possible to Quick MAX cancel on a Blowback Attack (
+
), giving the said Blowback Attack extra utility on top of its other new tweaks for XIV.
In The King of Fighters XV, MAX Mode returns with the established mechanics of XIV, but with added tweaks. Now, MAX Mode costs 2 bars of meter instead of 1. EX Special Moves can be used outside of MAX Mode, and now cost half a bar, and the character's attack and Guard Crush strength increases. Quick MAX Mode also returns in this game, albeit it can also be activated when you guard against a regular or command move, and the user will glow pink this time around as a new visual indicator. However, MAX Mode (Quick) does not increase its power for attacks and Guard Crushes akin to 2002. This variant of MAX Mode acts similar to Hyperdrive Mode from The King of Fighters XIII.
Appearances
- The King of Fighters '97
- The King of Fighters '98: Dream Match Never Ends (The Slugfest) (Dream Match)
- The King of Fighters 2002: Challenge to Ultimate Battle (Dream Match)
- The King of Fighters Neowave (Dream Match)
- The King of Fighters '98 Ultimate Match (Remake)
- The King of Fighters 2002 Unlimited Match (Remake)
- The King of Fighters XIV
- The King of Fighters XV