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Shin Touyokouzan
01-26-2007, 07:06 AM
I figured i would make a seperate thread so that we could talk about the gameplay of monster. I was doing some research yesterday and came across this

http://64.233.179.104/translate_c?hl=en&ie=UTF-8&oe=UTF-8&langpair=ja%7Cen&u=http://fifty50.hp.infoseek.co.jp/monster/&prev=/language_tools

I took the liberty of translating the page. Its the monster Mook. From the looks of things it isnt completed yet or anything but it should prove some kind of useful.

(thanks roiting soul)
jc=Jump Cancel(not to be confused with j.C)
dc=Dash Cancel
bdc=Backdash Cancel
bdj=Backdash Jump
a.A/B/C=Aerial A, B or C(Lets say that a character can do multiple normals in the air, this notation is to signify that the character is still attacking in the air.)
@=Activate Meter

For attack notation(A,B,C) I'll capitalize them to differenciate. I'll still be using SF notation for things like qcf/hcb/dp though.

If I type "B-jc9C" then I mean "jump cancel forward from a standing B with a jumping C".
"the current tier list"
(EC)

* S: Othello, Ryougen
* A: Maya
* B: Katze
* C: Orju / Rail
* D: Delga / Siely
* E: Aleksander

This is the list that the majority of East Coast players go by. Though it's subject to change dramatically as we learn new things about the characters and as new patches for the game are released. Although the majority of players agree without a doubt that Ryougen is top tier. Maya is often considered fairly high on the list by most players as well.

(JP)

* S Ryougen
* A Maya
* B Delga
* C Othello / Rail
* D Siely / Katze
* E Orju / Aleksandr

This is the list that the japanese are currently going by. This list was created by the japanese players as an understanding of the game is following some of the character choices. Some americans do not agree with some of the placings on the current list.
This first post will also be consistantly updated with match vids and such.

Monster 1.0a:
u-na(Rail) vs- Buzz(Maya) (http://www.youtube.com/watch?v=r_3U-b8T6dw) (Japanese match)
Turbovec(Othello) vs- Rioting Soul(Orju) _1 (http://www.youtube.com/watch?v=iM8MnvWEhxI)
fooligar(Ryuogen) vs- Xenozip(Orju) _1 (http://www.youtube.com/watch?v=7vBC9NtMezU)
Xiii(Katze) vs- XAQshinor(Rail) _1 (http://www.youtube.com/watch?v=T3ZrD2ap-WE) (fixed)
WonderTonic(Ryuogen) vs- Xenozip(Orju) _1 (http://www.youtube.com/watch?v=l-XO8KXKvEk)
Black Magician(T-Ryuogen) vs- Spootz(T-Delga) _1 (http://www.youtube.com/watch?v=6y5GfsGqAv0)
??M (M-Ryuogen) vs- ShoK(F-Maya) (http://www.youtube.com/watch?v=RO-gPXSQAm8) (Japanese match)
GimmeThemShoes(M-Othello) vs- ace_uno(F-Siely) (http://www.youtube.com/watch?v=2NpyMzjLNvA) (fixed audio)
Rioting Soul(T-Ryuogen) vs- esco(M-Katze) (http://www.youtube.com/watch?v=TDE16uWIiu0)
âUâiât(M-Delga) vs- ShoK(M-Delga) (http://www.youtube.com/watch?v=6DkCGGR3fUQ) (Japanese match)
ShoK(F-Siely) vs- u-na(F-Ryuogen) (http://www.youtube.com/watch?v=x76wcQAViRU) (Japanese match)
ShoK(T-Othello) vs- k@öL(T-Siely) (http://www.youtube.com/watch?v=G-iYAfRR6r8) (Japanese match)
ShoK(F-Othello) vs- ùDî(F-Rail) (http://www.youtube.com/watch?v=rGrbsysCvIg) (Japanese match)
XAQshinor(F-Rail) vs- Xenozip(T-Orju) (http://www.youtube.com/watch?v=1X4lgTVAWSU)
Dandy J(M-Othello) vs- hellhound7(F-Rail) (http://www.youtube.com/watch?v=6q31zV1A6qI)
rogueyoshi(F-Siely) vs- Emil(M-Siely) (http://www.youtube.com/watch?v=hRaDiMahsEI)

I have already started the wiki for this game. Please contribute!

http://www.shoryuken.com/wiki/index.php/Monster

And now the official ENGLISH website for monster

http://www.geocities.com/monster_8105/index.html?1170347052687
Still underconstruction but its coming along!

Spooty Whiteboy
01-26-2007, 07:23 AM
__SHIFTS__

Monster:

- Adds damage to the special moves (HUGE increase).
- Adds knockdown/wallbounce to many special moves that don't normally have it.
- Increases start-up and recovery of most special moves.

Freedom:

- Allows all special moves to be canceled...by about anything.
- Special moves do less damage than normal (about half as much...or less).
- Decreases start-up and recovery time to most special moves.
- Decreases range on most special moves.

Tranquility

- Tranquility is hard to explain. As far as I can tell it doesn't do any specific thing. What it does do is change the properties of your character's special moves in some weird ways. So really, for this Shift you have to just test out your character and see if you like what it does for them.
-Examples-
~ Katze's qcf+B loses damage. But you can cancel into it from qcf+A now; and qcf+A does more damage.
~ Katze's qcb+A does less damage, but after it connects he flies away from the opponent.
~ Siely's hcf+A is no longer a throw, but an actual move and does more damage.
~ Ryougen's qcf+B does less damage, but does not give a count on the "point" counter.

__Point Counter__

- The point counter goes up for every hit in a combo. It also goes up (for the opponent) every time you consecutively hit a blocking opponent.
- If you hit someone while a point counter is already on your side of the screen then that counter disappears and a new one takes its place (with the amount equaling the hits of the newest combo).
- After a moment of not hitting the opponent, or blocking, the point counter will start to tick away.
- After 1 it leaves the screen.

EDIT: I'm not sure what having a Point in the point counter does.

Shin Touyokouzan
01-26-2007, 09:16 AM
I noticed in tranquility mode you also get a speed boost and your moves have different animations. Ive been playing Maya and Siley in that mode and i like them alot. I just wish i know all of what it does lol

Shin Touyokouzan
01-26-2007, 09:31 AM
We will use the number notation for moves and shit.

Maya aka the teleporting bitch

Notes:

Basic BNB

2a 2a 2a 2b 2cxx 236a

When 236 a hits your opponent you will end up teleporting in front of them or behind them. You can also follow it once you let it go for added pressure.

623a= Really good in the corner should you manage to get someone there. When your opponent stands on it or gets hit by it. You teleport above them and you can use it as a mix up tool. Coming down with j.C is probably your best bet but its really good to mix with 236a in the corner for lots of confusion.

Ill add most to this post in a little while

Video
01-26-2007, 01:14 PM
Number notation deserves to die a slow painful death in a remotely located torture chamber.

Xenozip.
01-27-2007, 01:54 AM
I just noticed that if you do a super while your shift meter is active, it will reset your shift meter back to 100% (and it will continue to drain). So right before your meter ends while shifted you can do a super and reset the meter, extending the time you're shifted.

More on Maya (teleporting bitch).

When you activate Freedom her special moves change properties.
- 236a moves much quicker and teleports her regardless if it hits or whiffs.
- 214a creates a shadow of Maya that does a standing punch then a very deep jumping kick from a narrow jump.
- 623a automatically teleports Maya above the ring after a specific amount of time has passed.
- 236b seems to act as normal?

When you activate Monster her special moves will have different properties, too.
- 236a acts as normal except it causes a huge hit stun and the opponent will be locked into place for a brief moment, open for a combo
- 214a creates a shadow of Maya that does a standing punch, but then the "real" Maya does a jumping kick into the air
- 623a acts as normal except it will launch the opponent up into the air
- 236b will make the shadow of the opponent follow Maya.

When you activate Tranquility her special moves are different here as well.
- 236a creates a shield around Maya that can absorb one hit.
- 214a makes a shadow of Maya that won't act until you press C, which then causes the shadow to to do a lunge punch.
- 623a won't teleport Maya until you press C.
- 236b seems to act as normal?

Her supers are pretty cool.
- 236c makes her do a pose and a giant ring appears around her and it will hit the opponent if they are close to Maya. It's a lot like activating your shift but bigger and stronger, etc.
- 214c sends a shadow of Maya forward with multiple hits

Monster seems really good and easy to use for her.

Shin Touyokouzan
01-27-2007, 06:55 AM
According to the offical site. Tranquility is supposed to offer some sort of invincibility.

Rioting Soul
01-27-2007, 07:18 AM
What's the mechanic behind the diamond shatter(something gets hit and you/the opponent starts flying in slowmo)? All I know for sure is that if the opponent hits me while I'm activating meter then i get shattered. But sometimes it happens when my projectile gets hit(what the hell?). You can get the advantage by hitting my projectile?

I think we should set down some notations for understanding so we'll all be on the same page. Things could get alittle convoluted once we all see what can be done in this game. How do these sound:

jc=Jump Cancel(not to be confused with j.C)
dc=Dash Cancel
bdc=Backdash Cancel
bdj=Backdash Jump
a.A/B/C=Aerial A, B or C(Lets say that a character can do multiple normals in the air, this notation is to signify that the character is still attacking in the air.)
@=Activate Meter

For attack notation(A,B,C) I'll capitalize them to differenciate. I'll still be using SF notation for things like qcf/hcb/dp though.

If I type "B-jc9C" then I mean "jump cancel forward from a standing B with a jumping C". Is that too much?

Ryougen Observations:
-His ability to do two air normals in one jump is amazing. Add to that his ability to jump cancel every standing/crouching normal and he's got something going if he can get in safely.
-j.B can chain into j.C
-If you hit the opponent with j.C on the way up then you can hit them OTG with a second j.C on the way down.
-A,A,A,AxxQcb+A seems to be a combo(or at least that's what training mode is telling me with that point system).
-Air pokes galore. In one jump you can cover air/air and air/ground.
-A,A,A,A-jc9B,a.C,A-jc9B,a.C rinse and repeat(not a combo, just a blockstring that may have a whole or two).
-2CxxQcb+A seems uninterruptable.
-It seems that after qcb+A, the opponent is in just enough stun to get hit by his A(If I'm right then Ryougen has an infinite, although difficult to time).

EDIT:You guys, go to training mode with Ryougen and choose Maya as the enemy. Have her crouch block. Do qcb+A and then do standing A as soon as you can. She can't block it. But if she's standing when grabbed by qcb+A then she can block it.

EDIT#2:I think it works on eveybody.

Can you Ryougen players help me out on this stuff?

fooligar
01-27-2007, 07:29 AM
Ryougen's A,A,A,AxxQcb+A can be an infinite if the opponent is CROUCHING. Once he STANDS UP, it will break the infinite. I think Aleksandr's 66+B has a similar property.

Rioting Soul
01-27-2007, 07:35 AM
Yeah, I just came to that conclusion. WOW, that opens up some amazing mixup opportunities.

Hydra632
01-27-2007, 07:43 AM
Anyone have a complete movelist? The one in the training mode seemed to be full of errors.

Shin Touyokouzan
01-27-2007, 07:44 AM
Anyone have a complete movelist? The one in the training mode seemed to be full of errors.

Ill try to post one up

Xenozip.
01-27-2007, 07:50 AM
What's the mechanic behind the diamond shatter(something gets hit and you/the opponent starts flying in slowmo)? It felt like it had similar properties to a SFA3 "high counter". A regular counter would be when two weak/medium normals intersect, and I'm assuming a diamond crash is when a an attack beats out or trades with a special, shift, or super.

But, I could be wrong.

eddymasta
01-27-2007, 07:52 AM
Othello stuff:

So far, my B&B combo with Othello has been A, B, C, 66+BxxQCF+B, @, B, C, QCF+B, QCB+C, A, B, C, QCF+B

Othello can do some nasty stuff out of a forward bdj. He has the ability to do a.A, a.C out of it. This can trick a lot of people cause the a.C comes out at the very end of the jump. This is nice cause it causes a knockdown, so you can combo into A, B, QCF+B if it lands.

Othello has nasty pokes that seem to beat out a lot of shiet. His pokes also have a lot of range, they just have a lot of start up lag. This makes it hard to get a morrigan player the hell off of you. The only reversal type move I could find with him was his QCB+C.

I'll add more later, Gotta go play some more matches :P

Shin Touyokouzan
01-27-2007, 07:53 AM
Ill get it translated and get back to you

Xenozip.
01-27-2007, 08:25 AM
LOL, I'm a retard. Took me a while to figure out what 22a was doing with Rail. Makes his other specials shoot twice.

Emil
01-27-2007, 12:16 PM
Othello stuff:

So far, my B&B combo with Othello has been A, B, C, 66+CxxQCF+B, @, B, C, QCF+B, QCB+C, A, B, C, QCF+B

Othello can do some nasty stuff out of a forward bdj. He has the ability to do a.A, a.C out of it. This can trick a lot of people cause the a.C comes out at the very end of the jump. This is nice cause it causes a knockdown, so you can combo into A, B, QCF+B if it lands.

Othello has nasty pokes that seem to beat out a lot of shiet. His pokes also have a lot of range, they just have a lot of start up lag. This makes it hard to get a morrigan player the hell off of you. The only reversal type move I could find with him was his QCB+C.

I'll add more later, Gotta go play some more matches :P

Which mode? I can't seem to combo f f+C after a C or cancel qcf+B into a qcb+C.
What does his dp+A do (assume it's some anti-air throw). What are his supers?

Rhio2k
01-27-2007, 12:22 PM
I figured i would make a seperate thread so that we could talk about the gameplay of monster. I was doing some research yesterday and came across this

http://64.233.179.104/translate_c?hl=en&ie=UTF-8&oe=UTF-8&langpair=ja%7Cen&u=http://fifty50.hp.infoseek.co.jp/monster/&prev=/language_tools

I took the liberty of translating the page. Its the monster Mook. From the looks of things it isnt completed yet or anything but it should prove some kind of useful.

Ooooh! Time to httrack this shit down...

Emil
01-27-2007, 01:20 PM
Ok let's get some things down for the Morrigan girl. I don't really know the engine but so far my basic combos with her are:

dash C(makes dash into the air, like Ino in GG), A, A, A, B, C, qcb+B
f+C(throw), A, A, A, B, C, qcb+B

Seems you can dash in after a qcb+A and do any combo. Haven't experimented with any of the modes yet.

Xiii
01-27-2007, 01:41 PM
Tranquility seems to give some moves limited invincible. Most noticably Katze's moves all continue until right before the hit frame unless you super him. I'll probably work on a Katze FAQ later if I have time.

Kyokuji
01-27-2007, 02:07 PM
We will use the number notation for moves and shit.
Oh hell, no, lol. Not that shit again. Leave that stuff for Tekken.

Emil
01-27-2007, 02:12 PM
Can someone explain the super system? It seems I start with three supers (in practice mode atleast), but when I use them all up, I can't seem to get back anymore stocks to do more supers...are they limited to only 3 in the entire match or what?

Kyokuji
01-27-2007, 02:14 PM
You have to shift for more stock (you can shift anytime, even during combos). I'm not sure what decides whether you get 1, 2 or 3 bars when you shift though.

Boleslaw
01-27-2007, 02:18 PM
ggs to esco?

had to take a shower and eat :(

come to think of it, praps these comments should go in matchmaking thread

you get one stock everytime you shift, as far as i can tell

Emil
01-27-2007, 02:18 PM
You have to shift for more stock (you can shift anytime, even during combos). I'm not sure what decides whether you get 1, 2 or 3 bars when you shift though.

What is a shift...?

Kyokuji
01-27-2007, 02:23 PM
Button 4.
There's light attack 1, light attack 2, hard attack, and shift. When you shift, you gain the properties of whatever mode you chose at the start. It can be used to cancel moves/combos into supers, and to activate out of pressure chains, and possibly land a counter hit at the same time.

Emil
01-27-2007, 02:48 PM
Button 4.
There's light attack 1, light attack 2, hard attack, and shift. When you shift, you gain the properties of whatever mode you chose at the start. It can be used to cancel moves/combos into supers, and to activate out of pressure chains, and possibly land a counter hit at the same time.

ok I know what that is, just didn't know it was called Shift.

Still unsure if batwing girl is better in Monster, Freedom or Tranquility.

caliagent#3
01-27-2007, 03:10 PM
Ok let's get some things down for the Morrigan girl. I don't really know the engine but so far my basic combos with her are:

dash C(makes dash into the air, like Ino in GG), A, A, A, B, C, qcb+B
f+C(throw), A, A, A, B, C, qcb+B

Seems you can dash in after a qcb+A and do any combo. Haven't experimented with any of the modes yet.

After dash C you should do c.A,c.B, c.C (launches) into air combo of choice. If you time your air combo correctly with j.A's then you can rejump with a few more j.A's into ground A,Bxxqcb+k

escobuu
01-27-2007, 03:22 PM
ggs to esco?

had to take a shower and eat :(

come to think of it, praps these comments should go in matchmaking thread

you get one stock everytime you shift, as far as i can tell

GGs. Best connection I had so far, we have to play again.

Rhio2k
01-27-2007, 03:25 PM
Can someone explain the super system? It seems I start with three supers (in practice mode atleast), but when I use them all up, I can't seem to get back anymore stocks to do more supers...are they limited to only 3 in the entire match or what?

When you shift, but don't do a super, you gain a super when the shift ends. Then your shift meter fills up again slowly. Shift but no super = 2 supers stored when the meter runs out this time. And so on.

Aion
01-27-2007, 03:26 PM
Othello stuff:

So far, my B&B combo with Othello has been A, B, C, 66+CxxQCF+B, @, B, C, QCF+B, QCB+C, A, B, C, QCF+B

Othello can do some nasty stuff out of a forward bdj. He has the ability to do a.A, a.C out of it. This can trick a lot of people cause the a.C comes out at the very end of the jump. This is nice cause it causes a knockdown, so you can combo into A, B, QCF+B if it lands.

Othello has nasty pokes that seem to beat out a lot of shiet. His pokes also have a lot of range, they just have a lot of start up lag. This makes it hard to get a morrigan player the hell off of you. The only reversal type move I could find with him was his QCB+C.

I'll add more later, Gotta go play some more matches :P

I can't seem to get 66c to connect (that's the slamming kick with bounce properties right), or do you have to be in freedom mode or something? And soryy, one last thing, what does '@' mean?

Leebee Link
01-27-2007, 03:35 PM
I assume the @ means activate (shift)

Shin Touyokouzan
01-27-2007, 03:39 PM
I assume the @ means activate (shift)

Yeah that is what it means

Aion
01-27-2007, 04:01 PM
Cool, thanks.

Emil
01-27-2007, 04:12 PM
Another question, can you activate the Shift during block stun? What is stopping a batwing girl player from spamming qcb+A's in Freedom mode in the corner (which I assume would chip a lot and keep the opponent in block stun).

Shin Touyokouzan
01-27-2007, 04:36 PM
Another question, can you activate the Shift during block stun? What is stopping a batwing girl player from spamming qcb+A's in Freedom mode in the corner (which I assume would chip a lot and keep the opponent in block stun).

You can do it but its really hard to time and if you do you are risking being power broken. Which isnt good at all. So you might wanna be careful about that. And bat girl shouldnt be spamming 214a <_<

Emil
01-27-2007, 05:11 PM
You can do it but its really hard to time and if you do you are risking being power broken. Which isnt good at all. So you might wanna be careful about that. And bat girl shouldnt be spamming 214a <_<

Can you explain how power breaking works? Usually when it happens, I can only hit them with one attack, then the rest of my combo whiffs for some reason.

And to me, batgirl spamming qcb+A in Freedom mode seems about as effective as Ryu spamming qcf+P in V-ism.

caliagent#3
01-27-2007, 05:40 PM
You can do it but its really hard to time and if you do you are risking being power broken. Which isnt good at all. So you might wanna be careful about that. And bat girl shouldnt be spamming 214a <_<

214+A sucks during CC's. it's only good if you mess up so that you can chip.

Emil
01-27-2007, 05:53 PM
My best batgirl combo so far is:

In corner, dash C, crouch A, crouch B, crouch C(1 hit), qcb+A, walk up A, B, C, Activate Monster mode, A, B, C, qcb+C(super), as you land, do (A, B, C, qcb+C) until you have no stock bars left, otherwise B, qcb+B.

Since qcb+B has more startup in monster mode, wasn't able to fit in more attacks before the qcb+B. I need to test variations of this to see which gets damage scaled more. Anyone have something better?

Edit: I also notice there are some big mindgames with throws if you set them up after a dash C, or better yet, dash C, dp+B(air), which makes you land right in front of them and recovers immediately. Not sure if they can just mash to throw you in that situation.

Xiii
01-27-2007, 06:00 PM
Can you explain how power breaking works? Usually when it happens, I can only hit them with one attack, then the rest of my combo whiffs for some reason.

Power Breaking occurs when you hit a projectile, You hit somebody with your Shift while they are recovering from an attack or your points are really high and you get hit on recovery of your attacks.

Best thing to do when you see it happen and you are close enough to walk up right next to them, wait until they are at your chest level (unless you are a small characters, then just attack them when they are at your head). There you can combo the opponent quite easily, you just need to know juggling combos after that.

Kyokuji
01-27-2007, 06:03 PM
Pay attention to the number that appears when you get a power break. That's how many times you're allowed to hit them after. I guess they didn't want people losing like 60% off a counter hit.

Xenozip.
01-27-2007, 08:55 PM
Ok, I'm home. My brain is totally fried and I'm about to go to sleep, but here's what I can dig up out of the recesses of my fragile mind:

A lot of the players I played today like to use just lv.1 supers. You guys need to try stocking up to 2 or 3 some time, it yields a significant damage increase on supers.

You Siely and Orju players -- if you haven't tried their absurd yet then freaking DO IT. Both of their absurds are really fucking absurd. But aside from that, I personally think level 2 supers are worth it.



backdash->Shift activation (air): is a really good way to activate outside of a combo, it cuts the recovery down to nothing because when you backdash you leave the ground, and if you activate during the backdash you'll do an air activation and land very quickly, with little or no recovery.

backdash->Shift activation (air): is also really good wakeup, especially for Othello players I think, because he does a very very low-to-the-ground j.C (ownage).

backdash->9 (double jump): acts like a short jump because double jumps usually have very small jump arcs. Decent way to get out of the corner if you don't have Shift or super stocked. But, it's really useful for okizeme for doing a quick overhead while you're opponent is in blockstun from one of your moves. This is good for whoever has a projectile that keeps the player in blockstun for a little bit.



Orju:

Orju in Freedom reminds me of A groove Hibiki. I don't personally like him in Freedom though, but he has a lot of potential.

He's retardedly strong in Monster, but unfortunately also very slow, which is not good for him. While shifted powering up with 236a makes his 214a do a little time-stop that freezes the opponent weather it hits or misses, and if it hits it will launch and you can follow up with something. The time-stop isn't very long though.

Tranquility is cool. I was experimenting with him in Tranquility today, and it seems pretty good. With tranquility active he moves much further and absorbs hits with 214a, which is good for getting out of the corner or on wakeup and such. With tranquility active, doing the 236a power up makes 214a fucking good for okizeme because it leaves a trail of hits behind him. I personally like the trail much better than the time-stop because it hurts if it hits, it chips if it's blocked, and it gives him a lot of mixup options -- though to be fair i need to experiment with the time-stop a bit more.

Between the two of them it's hard to decide, but I'm leaning more toward Tranquility because I feel his powered up 214a it yields more damage potential in Tranquility than it does in Monster.

In any shift, his 236b and 623a seem worthless but powering them up while shifted makes his 623a really fucking good and powerful. Powering up while shifted also gives different (and very useful) effects to his 236b. Unshifted, powering up makes his 214a really fucking powerful.

Also, his 236c super will power him up like his 236a move, but it has entirely different affects than the regular 236a AND the affects change depending on the level of the super. Fortunately it doesn't get different between shifts from what I can tell, so there isn't too much to memorize.

I can't quite figure out what a level 2 super powerup does to his 214a, but the opponent begins to flash green if they block it or get hit by it, and I assume that means something. His super powered up 236b is also really good depending on what level super you do.

However, I personally save his meter for his Absurd unless I really think I can end the round or whatever. If you do his Absurd it's pretty much GGPO.

Darkstalker
01-27-2007, 09:19 PM
As for using Level 1 supers a lot, I normally just use it to extend my Shift time. Though sometimes I save up for really long comboes/traps later on in the match.

Gahh...I still haven't b een able to connect to anybody. Just been watching various replays and the game looks sexay...though nobody really uses Rail as far as I can see. :(

Emil
01-27-2007, 09:23 PM
Gahh...I still haven't b een able to connect to anybody. Just been watching various replays and the game looks sexay...though nobody really uses Rail as far as I can see. :(

What's your name on Monster? Also, you need version 1.0a.

eddymasta
01-27-2007, 09:25 PM
I can't seem to get 66c to connect (that's the slamming kick with bounce properties right), or do you have to be in freedom mode or something? And soryy, one last thing, what does '@' mean?


Sorry, meant 66B. My fault :P

Darkstalker
01-27-2007, 09:29 PM
What's your name on Monster? Also, you need version 1.0a.

Name is Darkstalker. >_>

And yes, ver 1.0a.

But Malaysia isn't exactly a country with blazing internet speeds. Basically, every time I try to connect, either I can't, or Monster hangs on me. :(

MAGUS1234
01-27-2007, 09:30 PM
Any ORju or orshu whatever his name is, strats.
I usually do cA,cB,cC dash cancel sA xx into rush move @ then some stuff.

Or do the same string but end in the circle thing that revolves around him. sets up for big damage.

escobuu
01-27-2007, 09:35 PM
I like using two or three Level 1's in a single combo. The super actually changes the second and third time it's done in a combo... for the character's that I tried it with... Katze, Delga and Alexander. Is this for all characters? And, for these characters, you can cancel the super into a normal.. start a ground combo instead of the launcher at the end of the super (ex. Katze)

With Delga... you have to link the supers. With Katze and Alexander you can combo into the super, cancel into a ground combo into the second super, canceled into the third super... yada yada yada.

With Katze... c.A, c.A, c.C, crouch dash C, qcf+B xx qcb+C xx c.A, c.A, c.C, crouch dash C, qcf+B xx qcb+C xx c.A, c.A, A, A xx qcb+C, (if you where in Absurd) @, j.A, land A, A, A, A, dash A, dp+A then you can cancel into a fourth super. Or you can just try qcb+C xx qcb+C xx qcb+C.

Emil
01-27-2007, 09:47 PM
I like using two or three Level 1's in a single combo. The super actually changes the second and third time it's done in a combo... for the character's that I tried it with... Katze, Delga and Alexander. Is this for all characters? And, for these characters, you can cancel the super into a normal.. start a ground combo instead of the launcher at the end of the super (ex. Katze)

I don't recall the supers changing for Seily.

Xenozip.
01-28-2007, 01:24 AM
Any ORju or orshu whatever his name is, strats.
As far as strats go, run away like a bitch and power up with 214a. If you are able to land his b&b when powered up it does HUGE damage.

I personally like the Tranquility shift more and more now. He desperately needs the shifted 214a because it lets him escape the corner/meaties for free.

I do a lot of backdashing into double jumping and whatnot. Run away and power up, basically. He kind of has to since it's difficult for him to score random knockdowns.

If you can stock 3 supers then both his [214c]x3 or his Absurd are practically instant wins.

I usually do cA,cB,cC dash cancel sA xx into rush move @ then some stuff.

Or do the same string but end in the circle thing that revolves around him. sets up for big damage.

Yeah, Orju extended combo I was messing around with (Tranquility / Monster):

2aaaa 66a 214a [shift cancel] 5c 214c 5c 66c 623a (or 236b)

or if starting with 1 stock you could do
2aaaa 66a 214a [shift cancel] 5c 214c 5c 66c 214c 5c 66c 623a (or 236b)

Works midscreen and corner. His 2c and 66c both float the opponent a bit, so they seem useful for juggles, but after a 214c you're just at the right distance to connect a 5c.

Oh, and if you start powered up, then you can still do the combo, you just have to use 5aaa after the shift cancel istead of the 5c.

Of course, if you're using Freedom then he probably has a lot more stuff he can do. Freedom has it's advantages but it also has an annoying downside.

Emil
01-28-2007, 01:38 AM
are backdashes invincible in this game? From my limited amount of testing, it would seem to be so...

Xiii
01-28-2007, 02:21 AM
Yes they are, but they have recovery frames at the end where you cannot block or attack. It's not a lot, but enough to get you jab combo'd.

Xenozip.
01-28-2007, 02:34 AM
Yes they are, but they have recovery frames at the end where you cannot block or attack. It's not a lot, but enough to get you jab combo'd. Which is why you want to jump cancel the backdash or activate Shift if you're really in a bind.

Clear Sky
01-28-2007, 02:39 AM
Seems like the point counter decides which moves win when moves trade. I don't know if this is a good or bad thing, but I don't like the idea of the attacker having such an advantage like, since for characters like Siely, it's way too easy for them to build up their point counter.

Spooty Whiteboy
01-28-2007, 08:39 AM
Seems like the point counter decides which moves win when moves trade. I don't know if this is a good or bad thing, but I don't like the idea of the attacker having such an advantage like, since for characters like Siely, it's way too easy for them to build up their point counter.

When you block, the point counter goes up. So the attacker doesn't always have the advantage.

EDIT:

Delga's Freedom Command Throw Combo:

hcf+A xx j.A, j.B, B, dp+B, Shift, (B, dp+B)x4, B, dash+A, hcf+A 4841 damage

Delga's Freedom Sweep Combo:

cr.B, dash A, Shift, (B, dp+B)x5, B, dash+A, hcf+A 4895 damage
- Works at almost full sweep range (just a little short).
- Also works if you use (dash+cr.B, Shift) to start.

Xenozip.
01-28-2007, 09:59 AM
So Katze's Absurd is like genei'jin I guess? What the hell does Maya's do?

Spooty Whiteboy
01-28-2007, 10:07 AM
So Katze's Absurd is like genei'jin I guess? What the hell does Maya's do?

Katze's Absurd slows down the opponent. It is more like SSV's Enlightenment than Genei-Jin. I think Othello's is like Genei-Jin.

Maya's...all I know is that if they are attacking (anywhere on the screen) when it happens; they get powerbroke.

Xenozip.
01-28-2007, 10:56 AM
^ Othello's is more like Gallon/Talbain, Yang, and Rose.

Othello is ridiculous. His double jump can be done so low to the ground -- instant overhead.

[Edit]: Othello's 66-2a is fucking good too, instant overhead and comboable. Great for block strings.

Othello might even be better at rushdown than Sielya.

escobuu
01-28-2007, 11:21 AM
Example of the Katze combo I was talking about. (.rpy file) You could probably do some custom combo after the shift (Freedom) but I haven't tried any... and don't know any.

http://www.sendspace.com/file/xuyr9b

edit: I like using two or three Level 1's in a single combo. The super actually changes the second and third time it's done in a combo... for the character's that I tried it with... Katze, Delga and Alexander. Is this for all characters? And, for these characters, you can cancel the super into a normal.. start a ground combo instead of the launcher at the end of the super (ex. Katze)

With Delga... you have to link the supers. With Katze and Alexander you can combo into the super, cancel into a ground combo into the second super, canceled into the third super... yada yada yada.

With Katze... c.A, c.A, c.C, crouch dash C, qcf+B xx qcb+C xx c.A, c.A, c.C, crouch dash C, qcf+B xx qcb+C xx c.A, c.A, A, A xx qcb+C, (if you where in Absurd) @, j.A, land A, A, A, A, dash A, dp+A then you can cancel into a fourth super. Or you can just try qcb+C xx qcb+C xx qcb+C.

edit: Damage scaling hurts the 3rd Lv1 super. qcb+C xx qcb+C xx qcb+C, @, j.A, land, A, A, A xx qcb+ C, A, A, A, A, dp+A does over 7000 dmg. While the other does just over 5500. Better to go straight into the 3rd super after the 2nd... if you're going to use all 3.

Nocturnal
01-28-2007, 11:33 AM
I think I found a Delga infinite or the one someone said they found, you do his qcb + A x N (His Axe Swing special attack). The thing is the only way it works is if you hit them with it from the right distance so they are near the corner. Mid screen it causes them to bounce back so it wont be able to go forever. Though if someone did try this it would take forever to win the match with just the infinite.

Edit: Put B instead of A that was my bad.

Spooty Whiteboy
01-28-2007, 11:51 AM
I think I found a Delga infinite or the one someone said they found, you do his qcb + B x N (His Axe Swing special attack). The thing is the only way it works is if you hit them with it from the right distance so they are near the corner. Mid screen it causes them to bounce back so it wont be able to go forever. Though if someone did try this it would take forever to win the match with just the infinite.

Yeah, the Delga infinite is (qcb+A)xN in the corner. After the command throw, in the corner, just dash back and do it. There is no time limit in this game...and the damage kind of stops going up much at 3000; so there is no real use to it (unless you land a random qcb+A in the corner).

TGS
01-28-2007, 01:44 PM
Yeah, I'm thinking Othello might be better than Siely. He's got the range, the pokes, does better damage, and has better rushdown than Siely. The only thing Siely got over him is probably faster normals and ease of use.

Oh, and Siely's Absurd is great... until the opponent finds out that it's better to get hit by the fucking thing than to block it.

MAGUS1234
01-28-2007, 01:52 PM
how do you do absurds?

Emil
01-28-2007, 02:01 PM
Another thing you should ask the creators of the game to do is to add more options for Training mode, such as infinite supers...because testing combos with supers requires me to wait for my Shift bar to go all the way up.

Edit: How do you do Siely's command throws (super?). I do not see anything mentioned in the movelist when you hit Escape...I see an hcf move, but for some reason it does nothing when I do it.

Edit2: Am I seeing this right? Siely's Absurd did 90% chip damage?

TGS
01-28-2007, 02:25 PM
Uh, you can press the corresponding button to make your Shift bar go all the way up instantly. IIRC, F2 gives you Level 3, F3 fills your Monster bar, F4 for Freedom, and F5 for Tranquility. The list is in the bottom of the training mode menu...

Magus: Get to Level 3, then depending on who you're using, it's either QCFx2+Shift or QCBx2+Shift.

Shin Touyokouzan
01-28-2007, 02:40 PM
Yeah, I'm thinking Othello might be better than Siely. He's got the range, the pokes, does better damage, and has better rushdown than Siely. The only thing Siely got over him is probably faster normals and ease of use.

Oh, and Siely's Absurd is great... until the opponent finds out that it's better to get hit by the fucking thing than to block it.

what people dont seem to understand is that seilys rush ISNT that good<---seily player. She has alot of gaps in her shit. Othello on the other hand has much better range, larger hit boxes and a much easier time doing damage to an opponent. to put it buntly. siely honestly isnt as people think she is.

Spooty Whiteboy
01-28-2007, 02:45 PM
what people dont seem to understand is that seilys rush ISNT that good<---seily player. She has alot of gaps in her shit. Othello on the other hand has much better range, larger hit boxes and a much easier time doing damage to an opponent. to put it buntly. siely honestly isnt as people think she is.

Seily is a much harder match (i would say it's 9/1 her favor) for Delga than Othello is. The gaps in her rushdown don't allow for grabs; while Othello's does.

Aion
01-28-2007, 05:27 PM
Sorry, meant 66B. My fault :P

Ah, no prob, I figured it out anyway :P

Also, as for corner pressure for Othello, I'm thinking that: A, jA, jB is pretty useful. I haven't had the time to try it on a human opponent...but from a speculative view, it seems pretty useful. As A is a nice poke can be jump canceled into jA and the follow up jB seems to shut down their options of jumping out and you get to land with little to no disadvantage from what I can see.

I just wish connections weren't so lame (probably cos every player I play is either from America or Japan) so I could test things out and get my Othello to a decent standard =/

Emil
01-28-2007, 05:28 PM
Fix Ryougen, he's broke. The instant overhead jump C(?) is retarded.

Master Chibi
01-28-2007, 05:32 PM
I don't think Siley is rushdown at all really.

Not when you can beat her out of everything she throws at you.

:|

and yeah othello is fuckin retarded.

Xenozip.
01-28-2007, 05:34 PM
Orthello and Katze have better rushdown. People were just tripping out because her dash is like Morrigan/I-No. She's not all that OR a bag of chips.

Although she does have some ridiculously lengthy combos.

Turbovec
01-28-2007, 05:41 PM
Ok, so what exactly is Othello's rushdown? Is he really that good?

Xenozip.
01-28-2007, 05:43 PM
Ok, so what exactly is Othello's rushdown? Is he really that good?

PM me your e-mail and I'll send you some replays of some really good Orthello players.

Spooty Whiteboy
01-28-2007, 06:08 PM
I don't think Siley is rushdown at all really.

Not when you can beat her out of everything she throws at you.

:|

and yeah othello is fuckin retarded.

Delga can't throw a punch out there fast enough to beat her :'(

Master Chibi
01-28-2007, 06:16 PM
Delga can't throw a punch out there fast enough to beat her :'(

it doesn't matter, if he so much as touches her she's freaking dead anyway

TGS
01-28-2007, 06:48 PM
Fuck Delga vs. Siely; Alexandr vs. Siely is even more lopsided...

aqualung
01-28-2007, 06:51 PM
backdash seems to help fight off alot of rushdown

escobuu
01-28-2007, 06:59 PM
Some Katze stuff... (not used to num notation)

Monster - 214+A now has frame advantage on block but is very slow. 236+B is now faster, first hit hits low and you can juggle after it hits.

Freedom - 236+B is slower.

Tranquility - 236+A chains into 236+B. You have frame advantage after 236+A but it's a bit slower. 236+A and (edit) 236+B have invulnerable start-up. 236+b is now faster.

Othello stuff...

66C is the only dash attack not punishable by a Katze A or 2A.

Monster - A+B is now an overhead, it's really slow.

Freedom - You can combo after 623+A and 236+B. 236+B is now a throw and doesn't hit in juggles.

Tranquility - A+B is now an overhead. You can combo after A+B, 623+A and 236+B. 236+B is very slow but it's unblockable doesn't grab in juggles.

edit: Any combos after 66+2A? The best I can figure right now is 66+2A, @, A, B, dash B, 623+A in Monster and Freedom. In Freedom you can continue the combo. I can't get 623+A to land in Tranquility, any idea whay? I'm thinking less range on 623+A?

Xenozip.
01-28-2007, 07:22 PM
^
Does that include Othello's 66-2a?

Emil
01-28-2007, 07:28 PM
Hey Omerta, when I did that crossup with Siely where the Monster projectile was coming from behind you(say, from the left) while you were getting up, and I was in front of you(to the right), which direction did you block to block it correctly? towards the left or towards the right?

Rhio2k
01-28-2007, 07:33 PM
I just wish connections weren't so lame (probably cos every player I play is either from America or Japan) so I could test things out and get my Othello to a decent standard =/

You're in the UK?

escobuu
01-28-2007, 07:46 PM
^
Does that include Othello's 66-2a?

Punished by Katze A? Yup. I double checked to make sure.

UltraDavid
01-28-2007, 08:12 PM
Screw the numeric system.

Delga's qcb + B axe "infinite" is actually not an infinite. His sprite moves back super-slightly each time he does the move, so eventually it stops. The most I've gotten out of it is around 70 hits. Keep in mind that by hit number 18 it's doing less than 1% (4 damage points) each time, so the full thing only takes off about a quarter of Katze's health bar.

FullMetalRoss
01-28-2007, 08:16 PM
Screw the numeric system.

Delga's qcb + B axe "infinite" is actually not an infinite. His sprite moves back super-slightly each time he does the move, so eventually it stops. The most I've gotten out of it is around 70 hits. Keep in mind that by hit number 18 it's doing less than 1% (4 damage points) each time, so the full thing only takes off about a quarter of Katze's health bar.

actually you're wrong.. I've done it until the opponent died it just means your not doing smooth enough motions...

UltraDavid
01-28-2007, 08:26 PM
Man, I was just about to come here and edit my post cause I just found that out, but no, you had to quote it for eternal posterity haha. Yeah.

Spooty Whiteboy
01-28-2007, 08:55 PM
Hey Omerta, when I did that crossup with Siely where the Monster projectile was coming from behind you(say, from the left) while you were getting up, and I was in front of you(to the right), which direction did you block to block it correctly? towards the left or towards the right?

I've had the same thing happen to me. You block like normal. If you try to block like you were blocking the projectile...you'll get hit.

MAGUS1234
01-28-2007, 09:17 PM
Sorry Ken, Cant Set 2p Controls....lol

HOW CAN YOU SET CONTROLS BEFORE A MATCH????

NM.....i GOT IT SHITS LAGGY THOUGH.

Clear Sky
01-28-2007, 10:47 PM
When you block, the point counter goes up. So the attacker doesn't always have the advantage.

Bleh. Missed something that obvious. -_-

Any new Maya stuff? Specifically for Freedom. I haven't played her in freedom yet.

Rioting Soul
01-29-2007, 12:02 AM
Guys, be on the lookout for PARTIALLY invincible Tranquility moves. Ryougen's qcb+A is invulnerable everywhere on his body except for his feet. I forgot who exactly I was playing but it was a Seily player and he always beat me out with lows.

Zaelar
01-29-2007, 12:56 AM
I forget the name, but the character with the 22b that launches rocks straight into the air that hit on the way down has an infinite with that move..or at least had. I only got it to work before the patch. 22b with opponent in corner, spaced so that it gets 8 hits, all comboed, xn. Might be character specific. Sorry if this was already posted, I just skimmed through and didn't see it mentioned.

Clear Sky
01-29-2007, 01:58 AM
Hmmm yeah...totally got forgot about Delga's absurd super and how it basically tones down the game's strict damage scaling when he actives it. It allows you do high damaging combos easily, plus it lets you kill with his infinite (http://files.filefront.com/92007_TR_DelgavsSielyrpy/;6638752;;/fileinfo.html) faster too.

Xiii
01-29-2007, 02:01 AM
edit: Any combos after 66+2A? The best I can figure right now is 66+2A, @, A, B, dash B, 623+A in Monster and Freedom. In Freedom you can continue the combo. I can't get 623+A to land in Tranquility, any idea whay? I'm thinking less range on 623+A?

It's the same, though a better combo if you can dash cancel is c.A, ff c.A, qcf+B <shift> continue combo, does more damage especially if you're in Monster mode.

By the way, it seems that all ground specials in Tranq have some sort of invincibility to them except for anything that hits low. Spamming c.A can kill off the assault real quick, but watch as c.A doesn't guarantee you stuffing out the opponent's move. In the case of Katze, he could just step back after doing qcf+A, qcf+B and repeat. Strangely for him, qcf+C does not combo outside the corner in Tranq after that ground combo.

Xenozip.
01-29-2007, 04:46 AM
Guys, be on the lookout for PARTIALLY invincible Tranquility moves. Ryougen's qcb+A is invulnerable everywhere on his body except for his feet. I forgot who exactly I was playing but it was a Seily player and he always beat me out with lows.

I dunno, I think Katze's and Orju's moves have invulnerable frames rather than invulnerable hitbox, because I have yet to hit Katze out of his or be hit out of Orju's moves.

I thought maybe Katze's just "absorded" one or two hits because when he did his, I did 2aa and the second A hit him, but when I tried it again both a's got absorbed. I believe the reason why I hit him the first time is because I hit him at the very very end of his move right before the punch connected (and we traded hits).

Likewise, I think Orju's is invulnerable until the end of the move.

Shin Touyokouzan
01-29-2007, 04:55 AM
onec the game is done we can def look forward to getting some frame data for this game. And for the record tranquility gives ALL special moves a certain ammount of auto gaurd frames.

Xenozip.
01-29-2007, 05:30 AM
Othello's bite move kind of sucks in Tranquility. I feels like his best is Monster.

Aion
01-29-2007, 06:23 AM
You're in the UK?

Yeah.

Rioting Soul
01-29-2007, 06:43 AM
Ryougen combos
-C(2 hits)-jc9B, a.C, Qcf+BxxQcf+C
-Qcb+A-@, 9B, a.C, Qcf+BxxQcf+C

These both only work in Tranquility. If you take out the qcf+B then it'll work in Monster and maybe Freedom.

Also, the second hit of Tranq qcb+A is super cancellable. Tranq Qcb+AxxQcf+C does half life with 3 lvl super when done in the corner.

Xenozip.
01-29-2007, 07:19 AM
Orju combo replays (http://members.cox.net/ldu_808/Orju-combos.zip):
"pow-bnb":
236a powerup - 5aabc 66a 214a

Trick here is to get it so that the 5c shoots out the invisible projectile right when you do the 214a, because then they hit at the same time causing massive damage. Fucking ridiculous damage considering it didn't cost any shift or super.

"lv1sup":
5aabc 66a 214a [shift cancel] 5c 214c 5c 66c 214a 236c 5b 623a

This requires 1 bar stocked and shift stocked. Also, I found a little weird thing, after you do the 236c super you can OTG them over and over with a whiffed 5C because the invisible projectile causes freeze. However, you can only do it a few times because the powerup runs out eventually. But technically I guess you could do 236c, 5b, delayed OTG 5c, then 623a -- but I doubt the damage would be anything special.

Darkstalker
01-29-2007, 07:49 AM
Was just messing around against CPU Othello (stupid connection) and just realised something. If you power break someone, and then proceed to air grab them with Rail at the corner, it makes the opponent sort of hang there, and then just fall down without taking damage. Not sure if it's a glitch or not, I'll try to replicate it with other characters at different parts of the screen to see later.

Spooty Whiteboy
01-29-2007, 08:06 AM
Was just messing around against CPU Othello (stupid connection) and just realised something. If you power break someone, and then proceed to air grab them with Rail at the corner, it makes the opponent sort of hang there, and then just fall down without taking damage. Not sure if it's a glitch or not, I'll try to replicate it with other characters at different parts of the screen to see later.

One time during a match. I powerbroke someone then proceeded to juggle with Delga's grab super. After he slammed them on the ground (before the punch) the time ran out. And Delga was stuck there until he was hit.

Rioting Soul
01-29-2007, 08:10 AM
Another Ryougen combo I found out.

66C, B-jc9B, a.C, 2A, BxxQcf+BxxQcf+C

If only I could do it in a real fight.

Darkstalker
01-29-2007, 08:18 AM
Tried the power break + Rail air throw glitch a few more times. It seems to happen so far only against Othello on the left side of the screen at a certain height, which may or may not glitch out (I'm probably just not getting the height right). Something to think over to fix or at least look into?

Shotokan Symphony
01-29-2007, 09:25 AM
I should try DLing this tonight. Does it work ok on XP?

Shin Touyokouzan
01-29-2007, 09:25 AM
I should try DLing this tonight. Does it work ok on XP?

yeah works prefectly fine

Darkstalker
01-29-2007, 09:39 AM
I should try DLing this tonight. Does it work ok on XP?

Off topic a bit (well, more like a lot, really), but that is the most headache inducing avatar I've seen.

Shin Touyokouzan
01-29-2007, 09:51 AM
http://hosted.filefront.com/Ayaimmortal/

me doing random siely combos...

and orju bnbs...

Spooty Whiteboy
01-29-2007, 10:17 AM
Been working on Delga stuff for awhile today. Here's replays to show my progress:

http://files.filefront.com/Delgazip/;6641103;;/fileinfo.html

All freedom combos.
#1 is from a Sweep.
#2 is from a Jump-in.
#3 is from a Command Throw.
#4 is from a Back-dash cancel.

If you watch any of them. MAKE SURE to watch #3 and #4. They are the better two. #4 has to be deep though...probably only against wake-up.

EDIT: His normal Throw B&B is the same as #3 without the shift part.

Shotokan Symphony
01-29-2007, 10:25 AM
Off topic a bit (well, more like a lot, really), but that is the most headache inducing avatar I've seen.

Heh. Don't worry, I intend to change it soon.

Henaki
01-29-2007, 11:09 AM
Kaya's Absurd seems to interrupt attacks and when they do they get put into a really really long slow juggle state.

I really like Kaya but shes a lot harder than I had anticipated, her B&Bs are easy but shes kind of confusing to control!!!!!!!!

TGS
01-29-2007, 01:33 PM
Speaking of glitches, one time I landed Othello's Level 3 Blood Sword super on a Rail player and one of his projectile thingies hit me out of the super before Othello got to "detonate" Rail, thus making the super do half the damage it was supposed to do. For the rest of the match, Rail was a dark red color until I did a regular Ground Pound (A+B) and he was like "OMFG where did my life go?".

Also, more fun Othello shit I found out:

- After a regular ground throw on normal and large characters (probably people not named Orju or Rail), you can get up to 3 or 4 OTG Ground Pounds, increasing the throw damage significantly. Works both in corner and midscreen, though midscreen requires you to buffer his dash right after the throw ends...

- Random Freedom Othello combo I fucked around with last night: In corner with Shift bar full, 2A, 2B, 2C xx dash cancel, d.5B xx QCF+B, Activate, 5A xx DP+A, [j.A (on the way down), land, 5A xx DP+A] repeat brackets until meter runs out. Leaves opponent with a bomb planted on them at the end, so if they try to jump out, detonate that sucka to keep them in check. Also, you could omit the dash cancel, d.5B if you're not confident due to lag...

- Also, you can do: 2A, 2B, 5C (three hits) xx jump cancel, j.A, j.B, j.C, land, d.5A xx DP+A, Activate into combo or do Blood Sword super. Looks fancier but hard to do in really laggy situations...

On a side note, wtf does Othello's QCF+B do in Freedom mode? I can't find a use for that thing...

And I can't find anything special about Othello in Tranquility Groove. Anyone have any idea?

escobuu
01-29-2007, 01:50 PM
On a side note, wtf does Othello's QCF+B do in Freedom mode? I can't find a use for that thing...

qcf+B becomes a command throw basically, in Freedom, that you can combo after. Kind of like Makoto's command grab in 3s except you can combo into the grab as well.

Darkstalker
01-29-2007, 02:36 PM
Speaking of glitches, one time I landed Othello's Level 3 Blood Sword super on a Rail player and one of his projectile thingies hit me out of the super before Othello got to "detonate" Rail, thus making the super do half the damage it was supposed to do. For the rest of the match, Rail was a dark red color until I did a regular Ground Pound (A+B) and he was like "OMFG where did my life go?".

I don't think it was a glitch. I think that's just his move properties. Basically, being hit by Othello's projectile changes the character's colour until he does a ground pound, which damages them. Probably the same thing applies to the super when it is interrupted.

FullMetalRoss
01-29-2007, 03:53 PM
gg magus.

gl0ry
01-29-2007, 04:16 PM
anyone else using Efleet? He's pretty fun :P

UltraDavid
01-29-2007, 05:20 PM
I just assumed ShinAkuma was soft banned.

MAGUS1234
01-29-2007, 05:51 PM
he dies in one combo

gl0ry
01-29-2007, 07:01 PM
Not like there is an arcade version or he's a secret character.. He's available from the start so I don't see what the problem with using him is. If you get hit by a combo you die.

SuicidalGrandpa
01-29-2007, 09:17 PM
It won't let me set 2p controls, so I might as well not bother playing network...besides, I've been able to connect with like..1 player.

Edit: K so I managed to connect to one person with extreme lag, so apologies if it was one of you but I had to leave. Doesn't make any sense to play if it's like that.

MAGUS1234
01-29-2007, 09:49 PM
It won't let me set 2p controls, so I might as well not bother playing network...besides, I've been able to connect with like..1 player.

Edit: K so I managed to connect to one person with extreme lag, so apologies if it was one of you but I had to leave. Doesn't make any sense to play if it's like that.
set the 2p controls exactly the same then just play ai for practice and hit 4 to make them stand still.

SuicidalGrandpa
01-29-2007, 09:56 PM
set the 2p controls exactly the same then just play ai for practice and hit 4 to make them stand still.

No, I mean for networking. It's got some goofy ass controls that are all outta wack and they won't change. I'm pissed.

MAGUS1234
01-29-2007, 10:30 PM
No, I mean for networking. It's got some goofy ass controls that are all outta wack and they won't change. I'm pissed.
open the monster folder and there is a config icon open that and set it....not in options.

Spooty Whiteboy
01-29-2007, 10:41 PM
No, I mean for networking. It's got some goofy ass controls that are all outta wack and they won't change. I'm pissed.

WTH are you talking about? I never had any problem with this. And the networking isn't always bad. There will always be lag, but it is bearable with alot of people.

Make sure port 2300 is open.

SuicidalGrandpa
01-29-2007, 10:52 PM
WTH are you talking about? I never had any problem with this. And the networking isn't always bad. There will always be lag, but it is bearable with alot of people.

Make sure port 2300 is open.

Ah, there's my problem. I don't even know how to open ports :(

GGs to Koh...well, whoever uses Koh here on SRK.

MAGUS1234
01-29-2007, 10:54 PM
how do you open ports?

SuicidalGrandpa
01-29-2007, 11:31 PM
how do you open ports?

Been wondering the same thing.

Xiii
01-30-2007, 12:09 AM
If you aren't connected to a router, you don't need to open any ports. If you do, portforward.com does have guides how to do this.

SuicidalGrandpa
01-30-2007, 12:12 AM
If you aren't connected to a router, you don't need to open any ports. If you do, portforward.com does have guides how to do this.

Thank you!

Xenozip.
01-30-2007, 06:41 AM
I put up an Othello combo clip (http://www.youtube.com/watch?v=wI0sXGfc5Qo) on YouTube. Thanks Turbovec.

Darkstalker
01-30-2007, 07:44 AM
Xeno, that combo looks sick. I wish I could find Freedom Rail comboes that did as much damage. Oh well.

BnBs for Freedom Rail for me (which, I suppose, sucks, as I'm pretty sure I'm not hitting his full potential).

Anywhere

Jump C, A, A, C, dash + C, qcb + A

Low C, dash + A, qcb + A, dash + A, qcb + A

Jump B, A, A, A, low C, dash + A, qcb + A

Corner

C, A, A, C, dash + C, qcb + A, shift, low A, C, qcb + A, qcf + A (repeat ad nauseum until juggles don't take effect anymore)

Low C, dash + A, qcb + A, shift, low A, C, qcb + A, qcf + A (repeat...again)

Sorry, I'm not too familiar with number notation...could someone explain to me? I mean, I know Tekken's numbers but that's it... >_>

Also, I need to figure out how to put Rail's qcb + C into comboes somewhere. I can hit them to extend shift time, but I can't do so in a way that maintains juggles.

Xenozip.
01-30-2007, 08:04 AM
Xeno, that combo looks sick. I wish I could find Freedom Rail comboes that did as much damage. Oh well. Fooligar has one upped that combo already. He extends it by doing some extra air combos and command grabs. Sick stuff, I'll post later.

Spooty Whiteboy
01-30-2007, 08:07 AM
Remember, when doing juggles, to test it against a few of the characters. Some, like Othello, are really light; while others, like Maya, are super heavy.

Just doesn't make sense why though...

Xenozip.
01-30-2007, 08:29 AM
Remember, when doing juggles, to test it against a few of the characters. Some, like Othello, are really light; while others, like Maya, are super heavy.

Just doesn't make sense why though... Othello has no blood left, so he's light. Maya's dress probably weighs a ton, lol.

Rioting Soul
01-30-2007, 08:34 AM
Does anybody notice that Othello gains health sometimes?

Darkstalker
01-30-2007, 08:41 AM
Yeah, but he can also kill himself with his projectile. I saw the computer do that to me. >_>

Rioting Soul
01-30-2007, 08:42 AM
Yeah, I've faced a number of Othellos online that have killed themselves.

Xenozip.
01-30-2007, 08:52 AM
Freedom Ryuogen is just too strong. Too much damage output. If I can get my video compressing software running correctly I could post some heavy duty Ryuogen, Othello, Orju, and Katze stuff.

Turbovec
01-30-2007, 09:23 AM
Yeah, I'm so proud of myself that I was able to pull that shit off mid match. It was pretty situational because I actually had 2 stock. I normally just waste the first stock like crazy. I can't wait to see Fooligar's combo...but was it done in training or an actual match? Just curious. ^_^;;

SuicidalGrandpa
01-30-2007, 09:26 AM
I put up an Othello combo clip (http://www.youtube.com/watch?v=wI0sXGfc5Qo) on YouTube. Thanks Turbovec.

That's pretty sick, are you using a keyboard to do that? I hope not.. :sweat:

evilmuffinmanX
01-30-2007, 09:30 AM
any good youtube match vids?

Turbovec
01-30-2007, 09:31 AM
That's pretty sick, are you using a keyboard to do that? I hope not.. :sweat:

No, I'm using my PS2 pad. But I'm sure there are people who can do even worse with a keyboard. :looney:

Xenozip.
01-30-2007, 09:46 AM
any good youtube match vids?
If I could get my video compression tools to work (any help please?) I could post up a rack of really good ones.

4649
01-30-2007, 10:54 AM
If I could get my video compression tools to work (any help please?) I could post up a rack of really good ones.

PLEASE DO PLEASE DO PLEASE DO OH DEAR GOD PLEASE DO

escobuu
01-30-2007, 11:46 AM
It seems that just like in 3s, you gain more frames of advantage hitting crouching opponents. Example... Katze cannot combo into his standing C after A on a standing opponent, but it does combo on a crouching Rail.

edit: Katze's A whiffs nearly all crouching opponents... but something interesting I noticed was that starting combos with A,A and 2A,2A or A,2A result in different damage. The 3rd attack after 2A, 2A (which must be B or C) does more damage than starting with A, A. His A whiffs crouching characters (except Ryuogen and Delga I think) so all the more reason to always use crouching A.

Emil
01-30-2007, 11:48 AM
That's pretty sick, are you using a keyboard to do that? I hope not.. :sweat:

Keyboard should not be a problem in this game, because this game has basic motions for moves, and most moves don't even require you to do any motion.

Master Chibi
01-30-2007, 11:52 AM
So are people still rippin on Siley?

Is she still being whored out?

:(

Emil
01-30-2007, 11:59 AM
So are people still rippin on Siley?

Is she still being whored out?

:(

I'm seeing a lot more Othellos being whored out than Sielys.

Shin Touyokouzan
01-30-2007, 12:42 PM
So are people still rippin on Siley?

Is she still being whored out?

:(


only me and krost are playing siely now for the most part. Almost everyone else is playing othello

Leebee Link
01-30-2007, 12:44 PM
Yeah, Othello is a major whore.

If I could get some capture stuff going, i'd post up Aleksandr's best combos and resets.

Doren2k
01-30-2007, 12:50 PM
I play Siely to. But i just started but soon. I'll be the best ever!

Xenozip.
01-30-2007, 12:51 PM
Yeah, Othello is a major whore.

If I could get some capture stuff going, i'd post up Aleksandr's best combos and resets.
LOL, I can capture but I can't compress. OMFG >.<

FullMetalRoss
01-30-2007, 01:14 PM
Umm xeno you should look but virtual dub... I believe it'll let you do renencodes and stuff then you can use a more compressed format...

Lilman
01-30-2007, 01:14 PM
WTF now every one is whoring Othello no fair i used him when everyone was a siely whore. Fuck that im using Orju.

Xenozip.
01-30-2007, 01:17 PM
Umm xeno you should look but virtual dub... I believe it'll let you do renencodes and stuff then you can use a more compressed format... I do have virtual dub. My problem is that when I compress files the gamma gets turned down a lot. It ends up being very very dark and difficult to see what's going on. And that's what happens when I use any compressor tool (windows media encoder, windows movie maker, divx compressor, imtoo, virtualdub, etc). I believe something is wrong either with the codecs I have, or perhaps there is some setting with my video card that I need to change, but I have no idea how to go about finding out and fixing it. :(

WTF now every one is whoring Othello no fair i used him when everyone was a siely whore. Fuck that im using Orju. Fuck yea! Orju is the bomb.

FullMetalRoss
01-30-2007, 01:22 PM
Xeno can you turn the gamma up on your card? My card has the options to increase that kind of stuff. Though I don't actually think thats the problem that sounds really ghetto. It'd be weird if it was bad codecs, though if it is you could always go to codec guide to check it out.. have you tried to send the encoded video to a different person to see if it's not just your comp maybe?

Xenozip.
01-30-2007, 01:43 PM
Xeno can you turn the gamma up on your card? My card has the options to increase that kind of stuff. Though I don't actually think thats the problem that sounds really ghetto. It'd be weird if it was bad codecs, though if it is you could always go to codec guide to check it out.. have you tried to send the encoded video to a different person to see if it's not just your comp maybe? Haven't tried putting it on some one else's computer yet. I'll give some things a try.

[Edit] Thank you KabukiMono -- you helped me figure it out. I'm going to start capping and upping some match vids now.

MAGUS1234
01-30-2007, 02:15 PM
REPLAYS!!
me vs tgs these had wierd things happening. Still figuring the game out.
http://files.filefront.com//;6646220;;/
http://files.filefront.com//;6646203;;/

combos with tranq orth ive been fucking with...obviously after the bite you can do what you like.
http://files.filefront.com//;6650112;;/
http://files.filefront.com//;6650111;;/

one of the vids showcases the sideswitch glitch with orthello's super.

Seily has the same thing but bnot as usefull(the part where I randomly rush super the waking opponent i corner)

THese are cool too
http://files.filefront.com//;6650357;;/
http://files.filefront.com//;6650356;;/

hellhound7
01-30-2007, 03:42 PM
Don't know if someone posted it but if you pick Rail and tranquility, shift and do his qcf attack 2 and you can hold it as long as you want. I officially love Rails freedom tranquility and his monster.

so with freedom you get the cancels and the john travolta studio 54. You can also do his concentrate palm a bunch after an explosion hits, just gotta be fast.

I just realized his supers happen where his soulmarang is. This game is a blast. Anybody I already played, well......I'm much better now :)

MAGUS1234
01-30-2007, 03:48 PM
rails absurd is the ultimate antiair.

Emil
01-30-2007, 05:41 PM
Can someone post advantages to using Siely in Freedom instead of Monster (or Tranquility). I cannot seem to find damage (or useful) attack seqences/combos in Freedom compared to what other characters have in Freedom(like Ryouga). Monster Siely seems totally superior to Freedom.

Shin Touyokouzan
01-30-2007, 05:44 PM
Can someone post advantages to using Siely in Freedom instead of Monster (or Tranquility). I cannot seem to find damage (or useful) attack seqences/combos in Freedom compared to what other characters have in Freedom(like Ryouga). Monster Siely seems totally superior to Freedom.

monster siely is the best siely. Point black. Freedom does NO damage all it does is offer more offensive abilities. Thats about it. PLaying her in monster is prolly yourbest bet IMO

Emil
01-30-2007, 05:46 PM
monster siely is the best siely. Point black. Freedom does NO damage all it does is offer more offensive abilities. Thats about it. PLaying her in monster is prolly yourbest bet IMO

I do like the fact that her qcb+B is invincible in Tranquility...I might change to that mode instead of Monster, but ability to anti-air will mean I would lose the lockdown capability of her qcb+A in Monster, not sure if it's worth it.

MAGUS1234
01-30-2007, 05:58 PM
tranquility gives her that dive move in the air that can switch sides in corner and coss up midscreen, so annoying.

Spooty Whiteboy
01-30-2007, 06:25 PM
Most damaging combo yet? I think so:

http://files.filefront.com/Delga_HUGE_comborpy/;6651289;;/fileinfo.html
9815 Damage

HUGE EDIT:

After Dandy J watched the previous video he said....that I could make it 100%. I didn't think it possible, but I tried anyways. And here is the result

http://files.filefront.com/Delga_FULL_comborpy/;6651491;;/fileinfo.html

Rioting Soul
01-30-2007, 08:36 PM
Xenoxip, can you put down which mode(Tranq/Free/Mon) the players are using in your youtube match vids?

SuicidalGrandpa
01-30-2007, 08:42 PM
GG Pkay, my bad for having to leave so soon. Gotta get back to studying Chemistry for my final.

Xenozip.
01-30-2007, 08:46 PM
Xenoxip, can you put down which mode(Tranq/Free/Mon) the players are using in your youtube match vids?

I do in the descriptions. Over on the right, under the user name, there's file descriptions. Click "more"

Deadpool135
01-30-2007, 08:50 PM
Spooty whiteboy, I dont think the downloads to those damaging combo's are working properly.

And I dunno Emil, I was doing some really really crazy sht with siely's freedom. If I could control what I was doing there could have been some real potential. Maybe run away until you can charge up and than go crazy. But I guess there really is like no damage so monster does feel the best for her.

Rioting Soul
01-30-2007, 08:53 PM
I do in the descriptions. Over on the right, under the user name, there's file descriptions. Click "more"

My mistake.

MOD
01-30-2007, 09:03 PM
this is a fun game

but is aleksander like crap tier?, he seems cool to me

rogueyoshi
01-30-2007, 09:06 PM
basic siely freedom corner combo(bnb):
crouch A, crouch A, crouch B, crouch C(1hit), jump cancel, jump A*3, jump B, jump C, hcf+A, D, [hcf+A, qcb+B, hcf+A] repeat in brackets until meter is at 1%, qcb+C, [hcf+A, qcb+B, hcf+A] repeat in brackets until meter is at 1%, qcb+C, [hcf+A, qcb+B, hcf+A] repeat in brackets until meter is at 1%, qcb+C.

this assumes you have 3 stocks and a full meter available, so adjust it to your needs.

SuicidalGrandpa
01-30-2007, 09:07 PM
this is a fun game

but is aleksander like crap tier?, he seems cool to me

Yeah, I've been interested in playing Aleks, but I dunno...

Xenozip.
01-30-2007, 09:11 PM
No, Aleksander isn't crap tier, but he is difficult to play. I've seen fooligar use him really well.

Deadpool135
01-30-2007, 09:14 PM
For the people that dont know, I think most people know by now, most of Aleksandr's moves are unblockable except his jabs. So he's actually pretty descent if you know what beats what and you really have to practice a lot lol. Hes got a good anti-air and that moves that crosses up is pretty good. Hes definetly got great potential. I already found a pretty damaging 7 hit combo with him without using any supers or that special bar. And if you add the special bar and supers I came up with pretty good stuff.

Im sure someone already found more than a 7 hit combo with him without using supers already though? (2022 damage)

Spooty Whiteboy
01-30-2007, 09:15 PM
Spooty whiteboy, I dont think the downloads to those damaging combo's are working properly.

And I dunno Emil, I was doing some really really crazy sht with siely's freedom. If I could control what I was doing there could have been some real potential. Maybe run away until you can charge up and than go crazy. But I guess there really is like no damage so monster does feel the best for her.

They should work fine. But they are rpy files...replays. Put them in your replay folder (in the Monster directory) and watch them under the R (Replay) option.

Deadpool135
01-30-2007, 09:20 PM
Oh thanks

MOD
01-30-2007, 09:22 PM
I'm loving aleksander, cool shit, hes got some seriously mean freedom comboes

Emil
01-31-2007, 02:17 AM
Not sure if anyone here knows but with Othello, if you use the qcf+C super just right, you can combo an air B, ground A, B, C, qcf+B into more stuff. To do this properly, after qcf+C, you do u+C, d+C, u+C, then B which will hit a bit late, making you land first. So, a hypothetical combo using only one stock could be something like:

Jump A, crouch A, crouch B, C(3 hits), f f+B, qcf+B, activate Monster, A, B, C, qcf+B, qcf+C, u+C, d+C, u+C, B(air), land, A, B, C, qcf+B - 4504

4504 damage with just one stock. Theoretically you can do 4 of these loops with the super. I estimate with 4 stocks you can probably do like 8-9000 damage?

Edit1: Max I got is 6072:

Jump B, d+A, d+B, C(3), ff+B, qcf+B, Activate monster, A, B, C(2), qcf+B, qcf+C, u+C, d+C, u+C, B(immediately), land, A, B, C(2), qcf+B, dp+C, d+C, u+C, B(immediately), land, A, B, C(2), qcf+B, qcf+C - 6072

Too bad the last qcf+C executes the finisher version of the super, or else you could keep going. Anyone know how to further extend the damage of the combo at the part where you are using qcf+C and dp+C?

Edit2: Ok nevermind, I know how to increase this further, should be able to get 6500-7000.

Shin Touyokouzan
01-31-2007, 05:01 AM
http://forums.shoryuken.com/showthread.php?p=3602829#post3602829

Tournament time bitches!

Emil
01-31-2007, 05:15 AM
http://forums.shoryuken.com/showthread.php?p=3602829#post3602829

Tournament time bitches!

Have the creators specified the exact reason behind people not being able to connect to each other? If this problem persists (and they don't know how to fix it), then tournaments will be hopeless.

Shin Touyokouzan
01-31-2007, 05:21 AM
Have the creators specified the exact reason behind people not being able to connect to each other? If this problem persists (and they don't know how to fix it), then tournaments will be hopeless.

all connection issues are being worked on so the answer to your question is yes

Emil
01-31-2007, 05:49 AM
Finally got this combo to work...99 hits with Siely:

http://www.megaupload.com/?d=SCXSFX7D

Not a particularly useful combo in the sense that the damage scaling becomes rediculous. How can I improve the combo? THis combo DOES do more damage than Shin's though, by 400+ damage I think.

Edit: Well, I just added some extra jabs in some places...but only increased the damage by like 10.

Xenozip.
01-31-2007, 06:27 AM
Not a particularly useful combo in the sense that the damage scaling becomes rediculous. How can I improve the combo? THis combo DOES do more damage than Shin's though, by 400+ damage I think. If you want more damage you have to use a lot less A attacks and other moves that cause scaling/proration. I got the same combo to do 6980 by avoiding A attacks all together.

Siely6980.rpy (http://members.cox.net/ldu_808/12007_TR_Siely6980.rpy)

Also, check out the end of this match video: GimmeThemShoes(M-Othello) vs- ace_uno(F-Siely) (http://www.youtube.com/watch?v=2NpyMzjLNvA) (fixed audio)

He does roughly the same combo but it damages nearly all of the opponents life bar. In Freedom shift, no less.

Emil
01-31-2007, 06:35 AM
If you want more damage you have to use a lot less A attacks and other moves that cause scaling/proration. I got the same combo to do 6980 by avoiding A attacks all together.

Siely6980.rpy (http://members.cox.net/ldu_808/12007_TR_Siely6980.rpy)

Also, check out the end of this match video: GimmeThemShoes(M-Othello) vs- ace_uno(F-Siely) (http://www.youtube.com/watch?v=2NpyMzjLNvA) (fixed audio)

He does roughly the same combo but it damages nearly all of the opponents life bar. In Freedom shift, no less.

...the thing is, I had tested many combos with and without jabs, and the ones with jabs did do more damage...but now I notice that for supers, if the super was started with say, 70% damage scaling, then all hits of that super have the same scaling, unlike other moves...

haha, I removed all jabs and all uses of qcb+B (except the very end), and my combo now did 7109.

http://www.megaupload.com/?d=CR1FJRLW

One thing they should do in the next release is make combos harder to perform...because many of these combos are a joke. I don't think everyone should be able to do the very best damaging combos without requiring some significant practice.

Shin Touyokouzan
01-31-2007, 09:31 AM
first post updated with new information and videos

FullMetalRoss
01-31-2007, 11:38 AM
One thing they should do in the next release is make combos harder to perform...because many of these combos are a joke. I don't think everyone should be able to do the very best damaging combos without requiring some significant practice.

Why should execution be a barrier? I think thats kinda silly concept that alot of fighting game elite have, especially since people who care enough will eventually be able to do it anyway, so why not take out all the silly bullshit and just have stuff work.

I'm not saying I advocate say a jab that does 8000 damage, it's just execution isn't really that much of a barrier since if you spend enough time in practice mode, a combos execution is no longer a problem anyway, so if you can just skip that step than I say good!

Plus it's not like you don't have to practice the combos at least a little, and there ease of execution lets you get into the mindgames (the meat of most fighting games) alot faster.

Lilman
01-31-2007, 12:46 PM
Yo we should post up all the different property moves get in a certain Groove such as :
Orju
Monster
qcb+a becomes a known down
qcf+a turnes gray and specials gain some kind of freezing property etc.

This is just an example if anyone has thought about it already.

escobuu
01-31-2007, 01:37 PM
Yo we should post up all the different property moves get in a certain Groove such as :
Orju
Monster
qcb+a becomes a known down
qcf+a turnes gray and specials gain some kind of freezing property etc.

This is just an example if anyone has thought about it already.

Some Katze stuff... (not used to num notation)

Monster - 214+A now has frame advantage on block but is very slow. 236+B is now faster, first hit hits low and you can juggle after it hits.

Freedom - 236+B is slower.

Tranquility - 236+A chains into 236+B. You have frame advantage after 236+A but it's a bit slower. 236+A and (edit) 236+B have invulnerable start-up. 236+b is now faster.

Othello stuff...

66C is the only dash attack not punishable by a Katze A or 2A.

Monster - A+B is now an overhead, it's really slow.

Freedom - You can combo after 623+A and 236+B. 236+B is now a throw and doesn't hit in juggles.

Tranquility - A+B is now an overhead. You can combo after A+B, 623+A and 236+B. 236+B is very slow but it's unblockable doesn't grab in juggles.

I've dropped learning Othello for full time Katze. As a result, I have some 40-45% activation combos (Monster) that don't require super. And even found a decent power break combo instead of the dumb shit I used to do. :tup:

MAGUS1234
01-31-2007, 01:40 PM
ORthello-
forward throw is cancellable into activate 5C lvl one rush...ect

Shin Touyokouzan
01-31-2007, 01:59 PM
monster now has a wiki. Please post in it too! link on first page!

Xenozip.
01-31-2007, 02:14 PM
This is just an example if anyone has thought about it already. Yeah, we started posting stuff like that, but it's too scattered to have it in a thread.

Just start adding information to the Wiki.

MAGUS1234
01-31-2007, 02:21 PM
almot 300 ppl on FGD!! monster is blowing up.

FullMetalRoss
01-31-2007, 02:37 PM
Delga Monster Changes

hcf+a (command grab) It hits three times and he throws them a much shorter distance upwards it is still able to be followed up with more hits. the move also does much more damage.

qcb+a (chain) The chain hits three times and slightly closer too him.

dwn,dwn + b - It otgs now (I don't think it normally does)

dp+b - the move does much more damage, and now wall bounces if near corner, depending on spacing it is possible to follow it up.

Darkstalker
01-31-2007, 06:20 PM
Rail Freedom movelist~~~I'll nickname the moves to make referencing them easier (feel free to edit or give me the movelist for me to edit them to their proper names)

down, down + A (Double)
- Normally gives you a double to your spirit..
- No change in Freedom?
- Can only stock one Double at a time. Supers do NOT affect Double. Not sure about Absurd.

qcf + A (Time Bomb)
- Uses the spirit to become a sort of time bomb. Normally hits twice, once on activation, once more on detonation. Has delayed detonation.
- In Freedom, hits twice, again on activation and detonation, in accordance to where the spirit is. However, detonation has been sped up significantly (detonates towards the end of Rail's hand movement animation, as opposed to seconds later normally).
- Double makes you have a double time bomb? I think it does, but I can't see any uses for it, as normally it'll make the opponent be hit away.

qcb + A (Spirit Beam)
- Normally hits once, doesn't knock down. Length is almost the entire zooomed out screen. Can be done in the air. Spirit is sent from your body, regardless of where it is on the screen.
- In Freedom, hits once, knocks down, length is about a quarter of the zoomed out screen. Can be done in the air. Spirit is again sent from your body, regardless of where the spirit is. Can also be canceled with the double jump to stay in the air indefinitely (qcb + A, jump, qcb + A, jump, etc..) though with no time limit there's no real reason to do so..yet.
- With Double, sends out two beams. The first comes from where Rail is, the second from wherever the spirit is.

qcf + B (Homing)
- Spirit becomes a quick shot of light that homes in on whichever direction the enemy is. Length is quite short, roughly 3 characters' width?
- In Freedom, there's no change that I can see (save for the normal Freedom Shift cancel to whatever you want).
- Using Double, both Homings start from wherever the spirit was.

qcb + C (Spirit Round) [ One Level ]
- Rail does a forward moving spin that doesn't hit the enemy while the spirit spins around and hits using multiple attacks that doesn't knock down. At the end of the spin, Rail will attack with a standard C attack, but pressing buttons before this cancels the move to whatever normal attack you wish (not sure if you can cancel to special).

qcf + C (Starlight) [ Level 1 - 3 ]
- The spirit detonates and multiple beams come out in various directions. Beams vary in length. Damage is calculated through number of hits, so try to detonate this right onto the enemie's sprite.

qcb, qcb + Shift (Light Speed) [ Absurd ]
- Spirit becomes a full length laser beam that hits for massive damage (roughly half life normally, without damage scaling). However, while the beam itself looks huge, the hitbox itself is quite thin and small, so trying to use it as a counterattack may be risky.

MAGUS1234
01-31-2007, 07:33 PM
Othello OWNS Katze, one of the worst matchups I think. walk forward for the win.

N_paul
01-31-2007, 11:25 PM
I've added a character page for Siely into the wiki. It's very bare right now and has no set template. I'll upload the rest of the cahracter portraits.

I actually don't know how to make a template. . .

EDIT: all characters have a page. Please help fill them up; they are all empty.

UnclePepe
02-01-2007, 05:35 AM
Just some match between me (BoringRyu) versus Dandy J:
http://youtube.com/watch?v=eeK7LmWCL1Q

Pretty shitty but it lagged an awful lot for me. More videos though so yeah!

Xenozip.
02-01-2007, 06:31 AM
Rail's bomb in Tranquility causes a large stun (opponent freezes in place).

jam4life
02-01-2007, 08:29 AM
This is a doujin right? So then whats it based off of?

Xenozip.
02-01-2007, 08:49 AM
The powerbreak system is something that if you don't understand, you should really try and learn.

Briefly:
The person with the lowest ammount of points is in "danger" of being power broke.
Blocking increases your points
Hitting increases your points

Once powerbroke the character is very floaty and you can do some rather lengthy juggles during the juggle state. However, the ammount of points you had is the ammount of hits you're allowed to do once you power break the opponent, and the points rapidly decrease after the first hit.

So, if you're getting rushed down and blocking a lot, watch your points and make sure yours are higher than the opponents before trying to powerbreak. If you're getting hit a lot, odds are your points are lower than the opponents and you're going to want to be more careful.

There's more to it than just that though, so look into it if you don't understand it.

Emil
02-01-2007, 09:15 AM
Once powerbroke the character is very floaty and you can do some rather lengthy juggles during the juggle state. However, the ammount of points you had is the ammount of hits you're allowed to do once you power break the opponent, and the points rapidly decrease after the first hit.

Correction, the number is actually a timer that counts down. Even if the counter is 1, you can do more than one hit (for example, like Siely's qcb+B which I think will do 3 hits). If you do the power break in practice mode, they get 666 as their counter, and you can juggle them for a very long time (with say, repeated A, B combos), but you will notice the counter goes down even when you aren't hitting them, faster than the number of hits you are doing to them.

Edit: Haha, there seems to be someone with 580 matches played (probably japanese) with the Comment "don't enter SRK".

Xenozip.
02-01-2007, 09:28 AM
Correction
Thanks. Adding to that:

If you increase your points by guarding, your points will reset (to 1) when you hit the opponent. They will not reset if you are hit or if your opponent guards.

If you increase your points by hitting, your points will reset (to 1) if you guard an attack or if you perform a new combo on the opponent. They will not reset if you are hit or if your opponent guards.
Edit: Haha, there seems to be someone with 580 matches played (probably japanese) with the Comment "don't enter SRK".Can't say I blame him, every match I've played against the Japanese has been really slow (due to lag).

Shin Touyokouzan
02-01-2007, 09:42 AM
http://www.geocities.com/monster_8105/index.html?1170347052687

New english site for monster. Its still in the works. But take a look!

Emil
02-01-2007, 09:48 AM
http://www.geocities.com/monster_8105/index.html?1170347052687

New english site for monster. Its still in the works. But take a look!

Haha, why post my match there as opposed to some of the better matches (with the Japanese).

Shin Touyokouzan
02-01-2007, 09:49 AM
Haha, why post my match there as opposed to some of the better matches (with the Japanese).

Its was a test lol. Had to see if the option was there for me to do that hehe

Emil
02-01-2007, 09:51 AM
I'm starting to get into Orju...can someone explain what properties his qcf+A and qcf+C gives him in all the different modes? I saw some interesting things Xenozip was doing in Tranquility but don't know exactly how it works.

And what's the use of his qcf+B. Seems slow and has no range, so I assume it has some autoguard or osmething...right?

Is it reasonable to go for tick throws after doing a qcb+A?

Xenozip.
02-01-2007, 10:30 AM
I'm starting to get into Orju...can someone explain what properties his qcf+A gives him in all the different modes?
I'll try.

Unshifted Enchant:
- 5c shoots invisible projectile, doesn't launch, one use only.
- 214a has blast trail that follows behind him. Does massive damage.
- 623a increased damage, priority, and range from the "blast ring" that circles him.
- 236b leaves an energy "dot" behind that will launch the opponent if connected.

Monster Enchant:
- 5c shoots invisible projectile that knocks down (launches), one use only.
- 214a creates a "time stop" field around where he performs the move, causes opponent to lock in place for a short period of time.
- 623a increased damage, priority, and range from the "blast ring" that circles him.
- 236b energy dot hits (2 hits max) and launches -- dot persists after it hits and becomes impassable, opponent can't walk, dash, or jump through the dot (good okizeme in corner).

Tranquility Enchant:
- 5c Creates an enchant circle, not sure what it does, multiple use
- 214a Creates a trail of slow-floating leaves behind him. Leaves can hit for very minor damage or chip for better damage (good okizeme).
- 623a increased damage, priority, and range from the "blast ring" that circles him.
- 236b energy dot hits (2 hits max) and launches -- dot creates an enchant circle around opponent if it connects which causes opponent to suffer from damage increase.

Freedom Enchant:
- 5c multiple use, not sure what it does
- 214a creates an unblockable blue trail behind him that launches, does no damage. Good meaty move since it's unblockable. Best used after shift ends and you still have a shifted enchant circle.
- 623a increased damage, priority, and range from the "blast ring" that circles him. Leaves behind an enchant circle, not sure what it does.
- 236b creates impassible energy dot that does not hit and lasts for a long time. Opponent can jump or backdash through it, but can not walk through it.

Super Enchant:
lv.1:
- 5c shoots invisible projectile that freezes (can OTG), multiple use.
- 214a makes a white "blast trail" behind him that knocks opponent back/launches and wall-slams. Can't juggle opponent further unless it wallslams.
- 623a increased damage, priority, and range from the "blast ring" that circles him. First hit freezes and second hit will un-freeze if it connects with frozen opponent.
- 236b creates energy dot that hits and freezes.

lv.2:
- 5c shoots invisible projectile that launches, multiple use.
- 214a makes a green "blast trail" behind him that knocks opponent back/launches and wall-slams. Can't juggle opponent further unless it wallslams.
- 623a increased damage, priority, and range from the "blast ring" that circles him.
- 236b creates energy dot that hits up to 6 times, launches, causes status effect if blocked.

lv.3
- 5c shoots invisible projectile that launches, multiple use.
- 214a makes a red "blast trail" behind him that knocks opponent back/launches and wall-slams. Can't juggle opponent further unless it wallslams.
- 623a increased number of hits, damage, priority, and range from the "blast ring" that circles him.
- 236b creates energy dot that does 25 hits (when blocked), launches. Massive block damage.

Shift special move changes:
Monster:
214a increased range and launches
623a increased height and damage
236b slower and stronger

Freedom:
214a decreased range, increased speed
623a decreased horizontal and vertical range
236b increased speed

Tranqulity:
214a autoguards, increased range
623a decreased vertical and horizontal range
236b no change.

Shin Touyokouzan
02-01-2007, 10:42 AM
I'm starting to get into Orju...can someone explain what properties his qcf+A and qcf+C gives him in all the different modes? I saw some interesting things Xenozip was doing in Tranquility but don't know exactly how it works.

And what's the use of his qcf+B. Seems slow and has no range, so I assume it has some autoguard or osmething...right?

Is it reasonable to go for tick throws after doing a qcb+A?


Well 214a isnt exactly safe either. so unless you conditioned your opponent to block a potential 2a after it(safest thing you can do after it) i would technically say no

Emil
02-01-2007, 10:51 AM
Well 214a isnt exactly safe either. so unless you conditioned your opponent to block a potential 2a after it(safest thing you can do after it) i would technically say no

qcb+A is safe depending on the range where you start it...why is a throw less safe then crouch A? Worst case is that they jump over the throw making his C(from missed throw) whiff, but I doubt he will fail to recover in time to block the jump attack.

And thanks Xenozip for the list.

Shin Touyokouzan
02-01-2007, 10:54 AM
qcb+A is safe depending on the range where you start it...why is a throw less safe then crouch A? Worst case is that they jump over the throw making his C(from missed throw) whiff, but I doubt he will fail to recover in time to block the jump attack.

And thanks Xenozip for the list.

Why would you want to whiff a C in the middle of the screen? That is just asking to be punished IMO. I honestly dont see trying to throw after 214a But if that works for you, be my guest. I would say the move is safe at MAX range. Thats about it though. I havent had the chance to play anyone recently due to me being in school so idk

Emil
02-01-2007, 10:58 AM
Why would you want to whiff a C in the middle of the screen? That is just asking to be punished IMO. I honestly dont see trying to throw after 214a But if that works for you, be my guest.

Whiffing a move (whether it's the normal corresponding to the normal throw button or whiffing the commmand throw itself) is always a risk if you try to throw...but if you never throw, you're eliminating an important mindgame. Obviously Orju's qcb+A finishes right in front of the opponent with no recovery (if it's spaced), so why would you not try to throw? Of course, the opponent could try to throw first, not sure if they can always throw him first, so I'll have to experiment with that.

Shin Touyokouzan
02-01-2007, 11:06 AM
Whiffing a move (whether it's the normal corresponding to the normal throw button or whiffing the commmand throw itself) is always a risk if you try to throw...but if you never throw, you're eliminating an important mindgame. Obviously Orju's qcb+A finishes right in front of the opponent with no recovery (if it's spaced), so why would you not try to throw? Of course, the opponent could try to throw first, not sure if they can always throw him first, so I'll have to experiment with that.

Well let me know how it works. I would like to know.

Xenozip.
02-01-2007, 11:22 AM
Uhh.. I didn't read all of that, but here's some quickies:

236b is more or less useless without an enchant circle. You can use it while shifted in freedom mode for some juggles, but you're probably better off with his other special moves.

236b becomes incredibly useful once you have an enchant circle. It's mostly useful if you do a level 2 or level 3 super enchant. It can also be put to very good use if you enchant while Monster shifted or Tranquility shifted.

214a:
I don't have frame data for this, but I know for a fact that your opponent must recover at least a frame or two before you do. Your best option is to backdash. If you try to throw, then the opponent can EASILY hit you with 2a. If you try to 2a, then the opponents 2a will either trade or beat yours.

So to answer your question, no, never go for tick throws after the shoulder check, it's better to go for tick throws after his 5a or 2a or 66a or 662a. I've tried plenty of times, and your opponent has every opportunity to backdash or 2a you out of a throw attempt.

Actually, Orju has a lot of tick throw setups, but non-enchanted (regular) 214a is not one of them.

However, the move is still very useful. His