MAX Mode

MAX Mode is a reoccurring mechanic in The King of Fighters series.

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 stocks stored while in this mode, they can pull off Super Special Moves and/or enhanced versions. 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 fighter 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 the opposition. 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 remake), 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. Special Moves (and many other normal attacks) 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 (and not all Free Cancels work/combo the same way across the cast). 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). MAX Mode also unlocks the fighter's MAX2DM AKA HSDM (Hidden Super Desperation Move). MAX Mode ends immediately after a super is performed just like in  '98.

 

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. It is also possible to activate a Quick MAX Mode 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. MAX Mode Quick 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

Similar Mechanics

 * Advance Mode
 * Extra Mode
 * Armor Mode
 * Counter Mode
 * Critical Counter
 * Hyperdrive Mode