Monster: Combo, Strat, and Game Information

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.

Can’t say I blame him, every match I’ve played against the Japanese has been really slow (due to lag).

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).

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

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?

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.

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.

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

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.

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 B&B:
2aab 5c 66a (or b) 214a, shift cancel, 5c 236c, OTG with [5c]x4, 214a, 236a
or
2aab 5c 66a (or b) 214a, shift cancel, 5c 214c 5c 66c 236a
then either meaty 236b or 214a

Hello,

I’m new to these forums and I don’t know where to post this, but has anyone some good combo’s for Maya?

The combos I’m using right now are:

-A A A B C 66+C 214+A
-2A 2A 2A 2B 2C 214+A

I don’t exactly have good combos either, but this one is better:

In corner:
d+A, d+B, d+C, f f+C, qcb+A, A, B, f f+B, qcb+A - 2578

I believe if you put more than one d+A, then you cannot combo the A after her qcb+A. The f f+B doesn’t always combo properly, using f f+A instead is easier.

I think I was able to space the qcb+A just right such that I comboed a jab after it, although I can’t seem to do it again. I don’t see how they can hit you with d+A when you try to throw, yet your own d+A could trade, when throw is faster than d+A.

Edit: The fact that you have enough frames to input a backdash means you have enough frames to input a throw, and you will be right on top of them for a throw anyway, so why not do it as opposed to backdashing?

Edit2: Ok, if you position yourself such that you combo a jab, you are too far to throw…I still think you could setup some throw mindgames with that move.

Damn, didn’t want to double post.

Thanks!

Hopefully they give Maya something better in the next patch.

Oh yeah after the second qcb+A, you can activate your modes and do some stuff after. I’ll play around with that and see what I can find. I think Freedom is the best for her.

  1. Throw invulnerability frames post-hit/block stun
  2. Throws aren’t instant

Anyway, go try it on a human. If you get a chance, play Xiii. I’ve never been able to throw him after an Orju shoulder check, and I’ve tried plenty.

Regarding backdashes: Backdashes are 1st-frame invulnerable. So I don’t know what you’re talking about in regards to “time to input a backdash” — you can buffer them during hitstun. You can buffer them during anything and you will begin the backdash on the first frame that you’re able to. Thus, you backdash before the opponent can hit you with anything.

Been considering picking up Katze as a back up if my Ryuogen game fails (which it does often). I love how fast his jab is!

Yeah, Katze is great. We were talking about his pros and cons in the IRC channel and I think the consensus was:

T and F Katze are awesome. T-Katze gets a lot of auto-guard on his moves, which gives him a really strong pressure/rushdown game. T-Katze’s combos are simple and effective and damaging. F-Katze has a lot of ways to deal damage and is really fast, so he has some good mixup options. F-Katze also builds up a lot of points for power breaks.

Katze has one of the better wakeup moves in the game (the wing uppercut thing). He also has a really fast jab, and some of his normals make pretty good anti-airs.

M-Katze is garbage.