A guide to all the things Maxcyber probably copied from other characters.
This guide is currently up to Version 2.1d. Any changes from future versions aren’t accounted for.
Introduction to Maxcyber
Do you like fighting game bosses? Or maybe you just want someone with a bit of everything balanced by low health. Either way, that perfectly describes Maxcyber.
Maxcyber is this game’s boss character. As such, he did receive a nerf when becoming playable, in that his health went from a whopping 800, the highest in the game, to a sad 500, the lowest in the game. However, he has neat tools from every other character in the game, so he’s by far the most versatile member of the cast. However, he doesn’t have any light specials.
This section will go over all of Maxcyber’s attacks. (Hitboxes from Foxy Boxy Games’s official site)
Maxcyber’s Light Attacks
These attacks are directly taken from Megastar, with some extra damage added on. However, they do have that single extra active frame, so you’re gonna be slightly more open on a miss.
Maxcyber’s Heavy Attacks
Standing Heavy was once again taken from Megastar, so it knocks down.
Crouching Heavy was also taken from Megastar, so it doesn’t knock down.
Jumping Heavy is like a better version of Dragonoh’s, with 3 more active frames and 3 less recovery frames. The damage, hitstun, and blockstun are also improved. The hitbox is slightly smaller, though.
Command Heavy was taken from Masamioh, so it’s got all the same problems and is pretty much solely a combo tool.
Throws are all pretty similar in this game, and this one’s got a good hitbox and average damage. It doesn’t seem to be taken from anyone.
Cyber Dashing Uppercut (Back, Down, Back, B)
This move was taken from Ringking. It is noticeably more powerful than the original version but still a good approach option. The Overdrive version still has projectile invincibility.
Cyber Moon Shot (Down, Forward, B)
Yet another move taken from Megastar. It still hits low and has all the same projectile properties, but it’s slightly more powerful.
Cyber Dragon Punch (Forward, Down, Forward, B)
A rare and threatening DP taken from Dragonoh. It’s slightly more powerful, only increasing its value, although not having a light version means it is going to eat a punish on block.
Cyber Drop Kick (Down, Back, B in air)
This divekick was taken from Nekogami. It has a much larger hitbox and does slightly more damage, but no light version means considerably less combo potential.
Cyber Spin (Down, Back, B)
Unlike Masamioh’s Masami Spin, this one actually has a consistent hitbox between versions, and is actually based on the light version. It’s still a fun tool in general, although the Overdrive version has half the invincibility.
Cyber Combiner Dash (Down, Down, B)
This move taken from Autofive is based on the light version, so it’s another neat approach option.
Super Cyber Hacker (Down, Forward, Down, Forward, A+B/Select)
While the name and weapon design is different, this is pretty much Autofive’s super. In other words, it’s a ma*sive swing that can punish jump-ins.
(Please feel free to recommend combos so that I can add them to the list.)
Here’s some of the best combos I could find.
Jumping Heavy->Command Heavy->Cyber Dashing Uppercut
A simple 211 damage meterless combo that can be done anywhere.
Maxcyber does big damage and takes big damage. If you’re playing as Maxcyber, be careful about your lackluster defense as you show off your good offense.
I hope you enjoy the Guide we share about ROBO OH – Maxcyber Guide; if you think we forget to add or we should add more information, please let us know via commenting below! See you soon!
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