This one deserved a remaster or continuation as its story would save the canonical future of the series, the game may be an RPG but I liked the story and its theme.
I'm using quite a lot of your tips and from some other sources for my first maddening run and came up with some potential teams, now to see how far I get before I rage quit
No, I don't have any video capture software for Switch. The one clip of 3H I have on my channel was done through the native recording feature, but I'm obviously not uploading an entire playthrough 30 seconds at a time lol
Came looking for some bnbs and instead got a full on introductory guide to neutral and blockstrings. Really appreciate it! This is the kind of stuff that's hard to find when you're new and clueless on an FG other than how to input stuff.
Man, I'm so late to this. I'd rank Ignatz a lot higher, in fact I'd argue he's basically essential in this route because of his stability earlygame. There's a lot of ways to play him effectively, but more generally, Hit +20 quite literally makes him your best offensive unit for quite a few chapters when enemies relative to your unit strength are strongest overall. Ignatz also gets a crapton of useful Rallies, not to mention Budding talent in Reason also is quite useful to get Seal Strength which can be really important for boss fights when your units might not always be strong enough to take counters. I'd probably also move Raphael up a tier because quite honestly it's nice to have at least one unit that has Heavy Armor boon in Maddening. Gauntlet boon also scales his damage pretty well midgame, but more importantly Raphael is probably the most practical option for mitigating enemy phase for Golden Deer house by virtue of his average stat spread as well as quick access to Armor Knight class. It's been discussed already but GD is definitely the one route where Male Byleth is better than Female. Too many earlygame combat bonuses when clumping with Hilda and Leonie to ignore, and the value of getting flying sooner I seriously doubt outweighs this if you're trying to Ironman. A lot of good Battalions can't even be used with fliers anyway, so it's not exactly all bad being landlocked.
All great points I agree with for the most part. I personally like using Ignatz and Raphael purely for their early game utility, but investing in them definitely pays off.
The one game I'm hoping gets an HD Remaster. It's criminal that it has not yet. Still got my PS2 copy. 🥲 Man, that battle theme still slaps. 💪💪🔥🔥 I don't miss the full power Ninetails fight. 😂😂 But yet I would love to fight him again. I need to boot up my old file again now. 😂
oh no im completely memeing your videos are quality to anyone who watches them in that specific game. im forever grateful towards your aigis tutorial@@MrCactuar13
Great video Topic! I just wish I knew how to apply frametraps with C.H more often though. Everytime I try to leave some sort of gap, they immidiately try to counter or DP out, So I usually have no time to structure offense this way.
Isn't this very spacing dependent? A lot of anti air hits don't hit with somebody directly next to you, and if they are farther away, 236L might not put you close enough
Its 2024, and people still use mics that are shit, with ingame volume that is too loud. How fucking hard is it, to turn that shit down? what a degenerate
This is *super* cool, dude (especially the grounded version), but i have a doubt: using Narm as an example, after a CH.[g]c.H you normally would keep the AA combo going midscreen for corner carry and only *then* you'd use [g]214X to cancel into her M/H Kyokasuigetsu, while a blocked c.H needs M/H Setsuna as soon as it can so you can stay plus. Given that i'll run tests as soon as i can, can you buffer a simple H too? It is also possible that ihave missed a part of the video where you said that.
[g]c.H is a bit special because it hits multiple times. You dont particularly need to hitstop OS for potential counterhits because you already have extra time to react and buffer the correct option.
If you get more into video editing you can try playing with only sound effects during recording and edit the music in later. Makes editing way more flexible
would recommend looking up how to separate the audio tracks in your recording software, that way you can adjust desktop volume and mic volume in editing separately.
@@Holidoll I'm using OBS to record and I do have game and mic audio separated. Like I said I really needed to do a sound test at the start. I'll probably redo the video and make a new upload.
Great video! Only thing I still don't understand is the instant air Cresent moon link. I've been struggling with it for days and you make it look so easy.
@@jtp93 if you're doing technical then do the TK input, 2149H. Do 214 during Setsuna, then 9H as soon as the animation ends. Accuracy is more important than speed here. If you don't get a full quarter circle back input then instant Crescent Moon won't come out
honestly i can tk crescent moon, but i can't reliably forward tk cresent moon. that said i'll at you but i don't blame you ,the TINY damage loss is worth the consistency + better overall damage
This is great, but trying to replicate some of these combos is pretty hard with just visual data. Do you maybe have a spreadsheet or something with potential combos written out, so it's a bit easier to compare or train with?
Oh finally. I have been searching for a video that explains the small stuff when it comes to pokes, gameplan etc. While Combos are good, I can't get to them if I can't learn or observe how to get to them through neutral.
@@youngthomasyorke4074 TK stands for Tiger Knee. It is a technique to use an air special as early as possible in your jump. For Narmaya, this would be 2147 H. Essentially, the 214 input is for the special move, and then the 7 allows you to jump and already have the 214 input available so all you need to do is press H and you get her little flip move. I believe the commenter is just using it to refer to the action of low aerial specials instead of the input though (which seems to be also be a valid use as far as I am aware), as using the skill button doesn't require the 214 input. So instead you can just do 87 S. As far as why it's called Tiger Knee, I believe that would be a reference to the Street Fighter character Sagat, who I know has a move called Tiger Knee. Similar to how the 623 input is frequently referred to as DP input as a reference to Ryu's Rising Dragon Punch.
dude this is amazing thank you so much i love that you included a simple little neutral gameplan and things too, this is basically a primer for narmaya as well as a combo guide. great stuff!
@MrCactuar13 awesome mindset as someone sharing their knowledge! honestly id consider titling this kind of thing "beginners guide" or "primer" or something it might actually get more traction which you clearly deserve ^-^
5M is numpad notation for having the stick/d-pad in neutral position while you push whichever button is assigned to Medium attack (M). Check out the fighting game glossary for numpad notation: glossary.infil.net/?t=Notation