Monster: Combo, Strat, and Game Information

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|en&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.

[list]Monster 1.0a:
[][media=youtube]r_3U-b8T6dw[/media] (Japanese match)
[
][media=youtube]iM8MnvWEhxI[/media]
[][media=youtube]7vBC9NtMezU[/media]
[
][media=youtube]T3ZrD2ap-WE[/media] (fixed)
[][media=youtube]l-XO8KXKvEk[/media]
[
][media=youtube]6y5GfsGqAv0[/media]
[][media=youtube]RO-gPXSQAm8[/media] (Japanese match)
[
][media=youtube]2NpyMzjLNvA[/media] (fixed audio)
[][media=youtube]TDE16uWIiu0[/media]
[
][media=youtube]6DkCGGR3fUQ[/media] (Japanese match)
[][media=youtube]x76wcQAViRU[/media] (Japanese match)
[
][media=youtube]G-iYAfRR6r8[/media] (Japanese match)
[][media=youtube]rGrbsysCvIg[/media] (Japanese match)
[
][media=youtube]1X4lgTVAWSU[/media]
[][media=youtube]6q31zV1A6qI[/media]
[
][media=youtube]hRaDiMahsEI[/media]
[/list]
I have already started the wiki for this game. Please contribute!

And now the official ENGLISH website for monster

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

**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.

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

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

Number notation deserves to die a slow painful death in a remotely located torture chamber.

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.

According to the offical site. Tranquility is supposed to offer some sort of invincibility.

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?

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.

Yeah, I just came to that conclusion. WOW, that opens up some amazing mixup opportunities.

Anyone have a complete movelist? The one in the training mode seemed to be full of errors.

Ill try to post one up

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.

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 :stuck_out_tongue:

Ill get it translated and get back to you

LOL, I’m a retard. Took me a while to figure out what 22a was doing with Rail. Makes his other specials shoot twice.

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?

Ooooh! Time to httrack this shit down…

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.

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.