Toribash
Ty glimpsed, I got pretty close without the toe launch before, I think I'll actually do it today, or in the next few days. So I should go for air over distance, good to know.

Mas with kumon: So we decided to do a 10 tf mas. I'm really bad at mas so he beat my booty cheeks but it was fun.

Originally Posted by Stance View Post
So I should go for air over distance, good to know.

Yeah, unless you're trying to build up momentum to swing or pop into another trick. Take my full in for example, I do the fastest and lowest backflip possible to gain momentum, then I land at the perfect angle to not sacrifice any height. Notice how I don't travel forward or backwards at all from my takeoff point, that's because all of the power is going straight up. So yeah, setups, go for momentum, big tricks, go for height to give yourself the time to execute them. (obviously once you get better at the tricks you don't have to go so high and you can just pop them whenever, low double b twists look fucking sick)

And about the MAS: It was a pretty moderately good replay, there were definitely some inconsistencies and twitches in your movement where i could tell that you hadn't planned ahead. Pretty good job of keeping your balance apart from that one time towards the end where it's pretty obvious you put your hand down to stay upright, instead of as a stylistic choice. The main thing I take away from this is that you should be more relaxed and consistent, you can get a 'strong martial artist' style across in MAS without being so rigid

keep making the replays
Attached Files
full in back out.rpl (337.8 KB, 6 views)
Last edited by Glimpsed; Aug 19, 2019 at 06:32 PM.
Glimpsed
Wow, you've been active lately glimpsed. Anyway, Yeah in mas I try to conform the way I play to be more realistic, but that usually ends up with me looking really bad. And honestly, I have no idea what I was doing at the end. I do need to work on smoothing out my movements in general, and also relaxing more in mas replays ( and maybe my other replays). About planning ahead, yeah I'm just not very good at that.

I did this replay before reading what you said in your latest reply, but it' s just me trying to dub cork again. I think I may be able to get it sometime soon if I make a better opener and go for height.

The Dub attemp: Idk if this is relevant but I had a replay where I landed the 1.5, I just decided not to save it because it wasnt the dub.

Thank you glimpsed! I'll put this advice to good use

TY Spirals!!

Spar with Noth8: I had a lot of fun in this one. I've been trying to improve my multiplayer gameplay and so far I think it's going alright.

Lol Yeah, I'm not very good at kicks. Or at anything yet tbh.

Uhhh collab with muun he did everything till the end of the pull back grab thing and i did from there to the end.

Chaos Theory: I actually had fun doing this, I think it's because I didnt have to invent an opener lol.
Last edited by Stance; Aug 25, 2019 at 03:39 AM.

chaostheory:
youre movements are great, just what youre doing with them is ugly, first of all you let uke touch the ground, then you kick him under the glutes whil only dming the abs, wouldve been fine if the glutes were included aswell. your kick to his torso glanced over almost all of the joints before hitting the elbow and hand, which are okay dms if it seemed you were aiming for them. having the ground dm uke is fine if there's enough power in your throw of him, but the three most impressive dms of this replay were provided in the most unimpressive manner. some other things are, you let your head take damage, you grabbed uke to lift him back up (which should not be necessary in a manipulation), and there were a couple stops in your momentum due to the rotation of your chest. now looking at this replay, it seems like it was made in a rush by both you and muun, so im going to hope it was since you guys are both amazing players. your experience in tricking and realism comes through in your movements, but quite often you guys leave a straggling arm for a little too long without movement. overall 4/10 mainly because of how clean your movement was. continue ukebashing and im sure youll get really good once you learn how to boom and aim kicks properly (i know you can, but its different in ukebash)
Last edited by xmas; Aug 26, 2019 at 04:53 PM.
I saw this CnC yesterday but I didn't have anything worth posting. Thank you epoch.

Cheat900: This is me doing what I think is a cheat 900. this was me trying to get the setup right and the spin on axis so you can ignore the mid-air stuff.

Thank you again Epoch!!

Hey, if you've ever seen me ukebash you know it's not very pretty. I feel like changing that.

Ukebashes look cool and are pretty fun to make, so I want to make mine look cool.

The Replay!: Im gonna be honest, I know this is bad. I honestly have no ideas for openers, i dont know how to keep uke from going downward when I dm him without manipulating him ( which i happen to be really bad at) and in general im not creative enough when it comes to ukebashing.

SOO, i need the help of you seasoned replaymakers to assist me in my journey to ukebash sexiness. Now that i've pointed out everything that I know I did bad I need you guys to notice everything else I didnt notice.

I have some questions also.

1.) How do you come up with openers?
2.) How do you properly get uke into the air and spinning?
3.) Boom hits, I read Pugsa's tutorial a while back, and I need to re-read it but can you give me a simplified version of the way these shits work?
4.) punching, I read somewhere that it's not effective, and I can see why. Is there any way to make it more effective than what I did above?
5.) If you could give me a little tutorial/tips on how to transfer from one hit to another I would appreciate it, I think I have trouble with this a lot.
6.) speed, I noticed speed is needed in these and I would really like to know whether or not I did decently speed-wise in the replay above
7.) How can I stop losing so much momentum when hitting that THOT uke? Is it an angle thing or a speed thing? I assume the latter but I could be wrong.
8.) Epoch mentioned i need to learn how to aim kicks, I agree. Where should I aim? how should I aim? Is it similar to how i would aim a realistic kick?

This is all for now. you don't need to answer all of these, but if you did it would be greatly appreciated

alright so spirals takes the cake here but there some things ill expand on. also i'm not gonna cnc the replay cause the points i made before are almost the same thing prevalent here especially when you add spirals' cnc.

1. i can barely open replays so i wont give anything on that.
2. to get uke spinning is difficult especially in high grav as spirals said. however, to lift him properly there are a few things you can do. most often you can rotate him by:
kicking or punching/anything with the arm really his arms or legs, there's less joint and more body on the legs so its easier to grip onto them, but if you can hook your limb around an arm and spin that you're doing great. to lift uke you, as spirals said, apply upwards momentum from low down.
3. pusga's tutorial is amazing but it is a long read, in summary:
-ghosting, most of the time you get dms by having your extremities phasing into uke's bodies in between frames, and then suddenly it registers and fuckin explodes. sometimes, you ghost and get straight out, so it doesn't register, aggravating for sure.
-your legs, at least, not sure about about the arms, have the most power when they're 2/3 fully extended. so aim to hit uke at those times. this does not always apply though, so tinker with your strikes.
4.punching can be effective. it does most often become a finisher but it is possible to punch and then continue without compromising too much momentum, i've included an example replay from the past. the punch grazes him in the direction im spinning next so i can continue unhindered.
5. transferring from one hit to another is almost the exact same thing you do in a spar, its just a little more daunting because you have to do all the work. so the goal is to hit in a way that satisfies your capability to transition.
6. speed in low grav is all about cheat rotation, extension and contraction, you can also see this in the included replay somewhat.
7. the same way it is in tricking, where you want to keep your chest straight more often than not, its the same here. and honestly it just comes with practise which i am currently out of so... not much advice to give.
8. take advice from the boom hit tips. hitting at 2/3 will leave some room to move which naturally creates momentum cause inertia and shit like that. also try to hit through uke, easy to say, harder to do.

im also gonna include what a cheat launch and etc to show you what it should look like cause currently your thing looks like a raiz or similar atleast. i did it very fast so its ugly af but you'll get the idea i hope. the setup is ugly af, yours is nice so keep that. also cba with a landing. to land better you want the non kicking leg to be extended upon landing meaning that, its, in my case, i should be landing on the left edge of my foot, which i did not, cause time. also after kicking, your landing should also consist of another 180 degree spin since the kick should be after 540 and the cheat setup adds 180 = 900, so cheat 900. if you cant tell, im tired, hope this helps.
Attached Files
ugly cheat 900.rpl (99.6 KB, 7 views)
noir - sex for stance.rpl (142.2 KB, 5 views)
Last edited by xmas; Aug 30, 2019 at 07:36 AM.