Monster: Combo, Strat, and Game Information

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.

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.

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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.

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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.

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. :frowning:

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

Sorry, meant 66B. My fault :stuck_out_tongue:

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. :frowning:

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.

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.

I don’t recall the supers changing for Seily.

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.

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.

are backdashes invincible in this game? From my limited amount of testing, it would seem to be so…

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.

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.

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.

^ 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.

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:

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.

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.