Godzilla: Save The Earth - Combo Building/Labbing - 2021-06-11

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Published on ● Video Link: https://www.youtube.com/watch?v=U232jqso12E



Duration: 1:22:22
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Basically, just a bunch of Save The Earth, setting up a 2P controller on versus, in Boxing Ring to play around in creating viable combo routes.

So, in playing Save The Earth so much, I've recognized how different Boxing Ring is from other maps, not just in its reduction of power-ups, but in its geometry boxing in the playable area, rather than the energy grids. While there's a few places where this can be done (most notably Monster Island, and probably Mothership if the camera doesn't freak out), the Boxing Ring is the prefect stage to play around with the juggle mechanics in this game. Without energy grids, any monster thrown into the walls or corners scale the geometry, and sometimes enough to be juggled. Most of these combos are limited in that regard, as most launching moves and throws have too much horizontal movement to follow up upon.

Save The Earth has a juggle limit built into its combo structure, from what I've gathered through play. You are allowed four total hits from the point of launch (at maximum, one launcher and three juggles, or one throw and three juggles), with the most notable exception being flying beam attacks, which still connect even after four hits. Beyond four, the receiver ends up falling through all attacks while in juggle state, until reaching the ground where they become vulnerable.

The ultimate key to finding strong combos for Boxing Ring, therefore, is to understand each character's launchers and throws to start a combo, and then following up with the most effective juggles.

Throws are the easier ones to start with, since all characters except Baragon, MG3, and Megaguirus have a standard neutral throw, which may be able to start combos in the corner. Most of these combos, admittedly, are limited by throw height and attack speed, connected by one or two of the normals, usually a jab or a kick. Beyond that, it comes down to character specifics. For example, MG3 has no throws which can easily start a combo, while Godzilla 2000 has one of the best throws for starting a combo.

Launchers from the ground can be tricky. They must be positioned similarly to where the enemy will be bumping into geometry upon being launched. Then dealing with recovery frames to that launcher, which often determines the viability of combo starters. For example, Godzilla 90s has a Towards-Tail Uppercut move, which gets good launch, but has too much recovery to perform a combo from. However, his Up-Tail Jumping Tail Spin can be followed up with a Jab, or a Kick, or a Towards-Kick Running Headbutt with good timing and spacing.

Juggling follows based upon launch height and move startup time, often in-conjunction with recovery. Throws recover almost immediately, making the major factor as start up time and positioning. Launchers vary, and recovery combined with startup compounds very quickly. Most jabs can connect pretty well, while kicks and tail attacks are less consistent. Of note, backward-facing attacks (such as Gigan's) may also be present and act as another quick, if limited, tool. After that are the heavier attacks, which mostly punish enemies given lots of vertical height. Many of these can also act to extend combos by launching opponents further up, like uppercuts. The first juggle usually determines how much juggling can be done and follow-ups. For example, MKG can juggle with Jab-Jab-Kick which acts with the normal moves, or can juggle with Jab-Kick-Jab, which leads from the kick into a Lunge Smash which is likely to hit right as the opponent hits the ground and acts unavoidable.

This just shows some of that mindset, trying to find what can be done with a few different characters.




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