Monster Ancient Cline

Thought I’d do a Ryougen writeup, since Rouge’s Othello was so good and informative. :slight_smile:

Let’s get something out the way- he’s completely different now. Ryougen is going to be really disappointing to anyone that just played him because he was easy/top tier before. He’s still good, but how good is going to be impossible to say because his gameplan- and core tools- are almost completely different now. If pushback/keepout end up being viable in the Monster:AC metagame, Ryougen stands a real good chance of succeeding, because he trades that for combo potential. Right now in this build of the game Ryougen’s best bnbs are around 3.5k range in Monster/Advanced mode with one shift. This, and everything else, could potentially be different in the final version.

Main Strings
5AA2B5C236A- Versatile, 5A is just as good as before, 236A deals tiny bit of chip, and pushes out very far. Replace 236A with D for shift. Leaves enemy standing and is one of the very few A-specials not really cancelable into anything. 1.7k. From neutral, it stops just before giving the enemy PB chance.

5AAAAA- Everyone has these mash A strings and most of them are pretty bad. Ryougen’s is surprisingly not. It’s a frame trap! No chip, less pushout, but that’s good since a buffered 5A after this string beats everything except invincibility (ie backdash, shift). Also, 5AAA third hit whiff, even though visually similar to a 5AAB whiff, recovers MUCH faster, making it a reasonably viable tactic to whiff into 5AA/throw mixup. This also builds a lot less PB then the above string, but it has a lot less damage potential overall due to the way it damage scales. 1.6k on it’s on. Replace last A with shift in combos.

2B5C- 2A is NOT a low, so you’ll be using 2BC as your zoneing low. Good good range on this, average priority.

some other normals/specials-

5C- long range staff swipe, near impossible to beat in footsies, good pushout, safe. Just don’t whiff it.

2C- Shoulder tackle. Faster startup then 5C, less range, knocks down, high priority. Not a bad anti-air with right positioning.

j.A- Just as annoying as it was before. You can kind of create a funny wall with neutral j.a, double jump at apex, j.a j.c. Godly air-to-air.

j.b- Your jump in combo starter. Dosen’t crossup, pretty average except for the fact Ryougen has big legs.

j.C- Flipping kick. HUGE high priority hitbox in front of him. Knocks down. Keep in mind it’s a little better air to air then it is air-to-ground. (it’s best air-to-ground at a much further range out, since the hitbox is in front of him and HIS vulnerable box is behind that.) IT IS possible to combo off this in the corner. Slow, unfourtantly.

66B- Fast uppercut. I use it for anti-air. Easy to hit confirm into 5C.

66C- Same overhead he had before. Cancelable into specials/supers/shifts.

662C- The old sweep. Still has good range.

Throws- Forward throw does 1000 damage unscaled, AND can be shifted into combo. It’s awesome, use it forever. Probably one of his best new things. Back throw literately does nothing except give the enemy PB, use it never.

236A- The old ground pound is different- it now shoots out three columns of lightning. Great zoneing tool.

236B- Slow single column of lightning. It frame traps but has no range and if it whiffs, you’re dead. I can’t find a use for it, maybe it’ll be better in next version.

DP+A- same as before. range is all vertical on it. I guess it’s a viable anti-air, but I perfer 66B.

DP+B- slow, higher hitting version of DP+A. Sucks, don’t use it.

236+A- Long range multi-hitting strike. Used in shift combos. You can cancel it at any point to QCB+B which is nice. Just don’t do the whole thing on block, it fills the PB meter mad fast.

236+B- The old run grab. Still semi-useful, although it only mixes up with a normal dash now. Since there’s no more dash canceling from normals, that effects the surprise factor of this.

So basically, you still have amazing normals, your damage potential is now mediocre but you have a new, unique zoning game.

Wow! So are there any characters who still play mostly similar to the way they were before? Or has everyone pretty much been re-invented?

No more staff pokes? :open_mouth:

crow there’s a bunch of stuff i’d want to add (but i’m dead tired and need to sleep maybe later…), so just one thing off the top of my head: after 236A you can chain 236B for a bit of extra damage.

Here is a write-up for beginners (and us unlearned pros).

NOTE: This info may not be the same as the final version.

NOTE2: A special thanks to Rogueyoshi, Xiii, FullMetal, and Fooligar for helping with this write-up.

Monster: AC

Arrows.

:ub: :u: :uf:
:l: 5 :r:
:db: :d: :df:

789
456
123

Buttons.

:snka: = Light Attack
:snkb: = Medium Attack
:snkc: = Heavy Attack
:snkd: = Shift
Start = Taunt

Movement. All movements are for 1p

4 or 5 = Move

4 = Block

2 = Crouch

1 = Crouch Block

7, 8, or 9 = Jump

7, 8, or 9 then 7, 8, or 9 = Double Jump

66 = Dash (Only Siely can Airdash)

44 = Back Dash

669 = Super Jump

7, 8, or 9 during A, B, or C = Jump Cancel

A, B, C, D, 7, 8, or 9 upon hitting the ground = Tech Roll

Universal Moves.

4C or 6C = Throw

5A(repeated) or 2A (repeated) = A Chain Combo

66A, B, or C = Dash Attack

662A, B, or C = Other Dash Attack.

D while blocking = Barrier Shift (KoF Style CD Counter)

  • Need full Shift Meter to activate. Starts Shift.
  • Opponent cannot be juggled.

Special Meters.

Shift Meter – This meter fills on its own. Once full, can activate Shift. Once shift is active, it lasts until the meter is drained.

Super Meter – Not really a meter. You can store up to 3 supers. You get a super every time you Shift.

Power Meter – Measures the aggressiveness of the players. Can only be filled for one player at a time. Filled with “points.”

Shifts. (AKA Modes)

  • All shifts increase damage while active.
  • If used in a combo, it sets the damage scaling to 50% if scaling is higher than 50%. It does nothing if the scaling is already below 50%.

Monster

  • Gains the use of 5D, 2D, and j.D chargable Fireballs.
  • Fireballs cost Shift Meter, gain more hits/damage when charged. Causes Wallbounce/Floorbounce.
  • 5D is straight. 2D is upward angled. J.D is Downward angled.
  • Barrier Shift becomes usuable at any time. Is now 5D fireball. Not invulnerable.
  • Changes/Effects some character’s moves.

Freedom

  • Gains the use of 5D, 2D, and J.D dash cancels.
  • Dash cancels cost Shift Meter.
  • 5D is dash. 2D is short hop. j.D is an air dash.
  • Barrier Shift becomes usuable at any time. It is now pushblock.

Defender

  • Gains the use of 5D, 2D, and j.D attacks.
  • D attacks cost Shift Meter.
  • 5D has autoguard. 2D is invincible. j.D has autoguard. Causes wallbounce/floorbounce.
  • Barrier Shift becomes usuable at any time. Is now 5D.
  • Adds autoguard/invincibility to some character’s moves.

Combo System.

  • A chains to B or C. B chains to C.
  • Some characters can chain 5A and 2A. Almost no characters can chain B and 2B. None can chain C and 2C.
  • A special moves chain to B or C special moves. B special moves chain to C special moves.
  • Almost any move can be canceled with D moves (some throws can not).
  • Shift during combo launches opponent in place. Opponent cannot tech roll this launch. Can only be canceled if it hits.
  • Shift outside of combo cannot be canceled. (Unless you shift mid-air, does not have to hit).
  • Any move can be whiff canceled into another move in the chain.
  • As the number of hits increase, pushback increases. In juggles, gravity also increases with number of hits.

Power Break.

  • The Power Meter fills whenever you hit an opponent (1 point). Your opponent gets the point added to their Power Meter if it is blocked.
  • The meter fills 5 points for your opponent if you backdash.
  • Shift, as well as most specials, count as two points.
  • Once the meter is filled to 16 points, then the meter turns orange (begins as blue). An orange meter will decrease over time, but if a clash occurs, then the opponent will be launched in a slow fall state.
  • A combo against a Power Broken opponent has no damage scaling.
  • Knocking an opponent down (or being knocked down) resets this meter unless the knockdown is tech rolled.

Other Systems.

Guard Fault – Occurs when hitting an opponent the way they are not blocking. Adds automatic 20% damage scaling to combo.

Air Counter – Occurs when hitting an opponent that is in the air. The anti-air hit does 150% damage.

Ah, nice to see the Point having more use other than clash priority.

There are no clashes outside of Power Break.

Nice. I would’ve never found that because you have to input the 236B at the end of the 236A animation (and it doesn’t work in the corner.) I thought the whole thing just wasn’t cancelable, period.

Sad that it sucks so bad on block- enemy can just run right inbetween the two hits, lol. It dramatically increases his bnb damage too but off shift, at least with advanced (haven’t tried monster yet) it seems really finnicky since it involves walls. (I hate, hate the wall system in this game, lol.)

Shouldn’t complain, I guess. Still not as hard/spacing dependent as some monster combos and it actually gives him a way to break 4k off 5A, which he really needs honestly.

Say, when is the next loketest of this game?

It’s a same I have to bump this particular thread, but I don’t really see a need to make another.

[media=youtube]7uBmP3_TQi4&NR=1[/media]

Looks like a totally different game than what I remember playing.

Screw the loketest, I want an ETA on a PC port. ;o

I need to see vids of Alto though. I wanna see how he plays.

If DS was released today out of the blue, it’d get mountains of shit for Felecia alone being a “f**king furry catgirl for furries” even if every other character was a human guy off the street. And if it had online play, every American guy would ragequit the moment somebody picked Felecia.

The furry paranoia meme is incredibly strong among the post-1998 Internet generation. You’d think that these guys would merely be desensitized because of all the weird shit they’ve seen on the Internet. They act like it… but when something that reminds them of an unpopular Internet topic shows up in a video game, which is a thing they take pride in playing, they squeal like little girlies.

Actually Felicia is more of a catgirl than a furry - and it’s more warm to the weaboo people. Talbain on the other hand…

I personally just find furries visually unappealing. Human-animal hybrids are one thing, but the designs associated with furry culture are just ugly to me. I’d prefer more animal-less human, or vice-versa. It’s the uncanny valley, I guess.

What’s so uncanny valley about them?

looks at Othello

Que?

http://img522.imageshack.us/img522/4374/dangerouslyfurry.jpg

With that said, I thought kemonomimis are shittier than furries.

This. I’m sure some furries are going to whine about how no one would accept VS or Warzard, but everyone else can tell cool animal stuff from the sort of paradoxically uninspired fetish fuel that makes up the bulk of the furry scene. Did anyone ever stop to think that no one would really care if furry art was, you know, more dependent on competent technique and imagination rather than desperately trying to find some way to make it more acceptable to want to fuck a dog?

But it is. The “horny side” of furry is really just the noisier side, but not the biggest.