![]() |
| | #1 (permalink) |
| Gunzfactorian Soldier | Tenth Hop The Truth Beneath The Dust ~~~~~~~Introduction~~~~~~~ This is Muga on GunZ, I am a member of -Do- and a D-Stylist. I am trying to clear up some misconceptions and discrepancies about Tenth Hop. Tenth Hop is a somewhat fabled move, and it is very often misunderstood as to what the actual steps are. The move has been shunned by the community so far because of this misunderstanding, I hope to reveal the truth of this move so it can be incorporated into D-Style. ~~~~~~~Misconceptions~~~~~~~ As explained by Fatherprim's guide: Tenth Hopping-You will fail at this alot. I do still, it's hard to time. Essentially, it mixes YoYo Hopping, Dagger Hopping, JSD and Reverse Stabbing. You go in a very small area in any combination of directions, floating to and from location, kicking up lots of dust. You dash, stab, jump, switch to gun, shoot, switch, dash another way, stab, dash another way, jump, repeat. I doubt I got the steps right, but when done side to side, you stab on one side, shoot in a very close center, stab on a very close other side. You're both up and down in each location once before moving on. Not something to rely on. If you do, it's a good technique to use right after a series of Dagger Hops and YoYo Hops. Great in maps like prison. If you fail, flow it into Fade Shooting most likely. If not, flow it into Reverse Stabbing. People thought that his steps were wrong because he posted that he wasn't sure, and they didn't see a YoYo in the steps he listed, this is because the steps he listed were the begining of the move, YoYo, Fadeshot, and Reverse Stabbing were planned endings for the move. ~~~~~~~ The First Steps ~~~~~~~ The basis of Tenth Hop was centered around a move that FatherPrim never updated into his guide, Blast Machine. Dash -> Stab+Jump -> Turn Camera Greater 180 Degrees -> Switch to Gun -> Shoot This move got it's name from Dagger Machine, instead of using a dagger to machine though, it uses a shotgun to blast them, thus the name, Blast Machine. Blast Machine uses the same concepts of a Dagger Machine, getting the opponent hit with the second half of the stab (as it returns to your body to get lowest delay time) while moving behind their body. The move has a possibility of Block Tapping, and an unlikely chance of being stunned when you tap the block because of the camera turn. Blast Machine also was intended as a finisher for Dagger Machine, you do the first Dagger Machine, then maybe a second, then on the third one back before the enemy catches on, you instead switch to your gun to PB them in the back and kill your opponent. This would be faster than waiting till after the second stab and standing still on the ground as you switch to shoot your enemy. A visual representation: Represents YouO----X---X--O-X Represents Your First Stab Represents when your stab should be over half-way through the full animation (on it's return to your body) Your opponent Represents when you should be switching to your gun and shooting them in the back From Blast Machine FatherPrim realized how much time you had left after the shot, and that sometimes the opponent didn't die from just that one shot, so he continued the move creating an expert variation called Tenth Hop. ~~~~~~~ The Finishers ~~~~~~~ Many finishing techniques can be added onto the end of the Blast Machine part of the Tenth Hop, below I am going to cover FatherPrim's intended finisher, then briefly discuss other possibilities. Fatherprim's Finisher: Finisher: Reload -> Switch to Melee -> Dash -> Stab -> Dash The Whole Step: Dash -> Stab -> Jump+Turn Camera 180° -> Switch to Gun -> Shoot -> Reload -> Switch to Melee -> Dash -> Stab -> Dash A visual representation: O--X Represents Opponent Represents You After Shot X OX Represents Opponent Represents You After Dash Back Towards Opponent Represents Where You Are After Second Dash However, there is one more finisher for this move and that is instead of reloading to your melee, you could simply reload to your second gun and RS them and figure it out from there. FatherPrim wanted to end the move with a reverse stab though, because that could flow into the next move. ~~~~~~~ The Combo ~~~~~~~ As you will notice, the name of the technique is "Tenth" Hop, well obviously from this move you will see so far, there is but only one place where you land and kick up dust, so we are nowhere near the "Tenth" Hop. However this move was not intended to be done in all 1 jump, the first part was just used to set you up, in other words stop their dbflying for a moment to start chaining your melee dagger raping moves. I mean, you can't circle or stab-shot an opponent that is butterfly or slashshotting around. So after you finally get the opponent stopped, you can start your combos. As you ended this move, after the shot in the back you will reload to your dagger, dash towards them, once you are close enough for a stab in the back, stop your dash then dash to either side of them to stay behind them, you know choose your next move. Combos Dagger Hop - You can dash(already started) -> stab -> jump a gear tapped version of dagger hop, and then from the gear tapped version you can do another dagger hop back. YoYohalf/quarter - You can go into a gear tapped yoyohalf/quarter, where your stabs will actually hit, and the shot from the yoyo too. Train YoYo - from that dash to the side of your opponent, cut it short with a dagger train, then jump, yoyo back and shoot him in the face. Circle - You can go into a circle around the enemy that will lead into.. ..DaggerShot/Stab-Shot - This is couple of stabs or circle that as the opponent starts to catch up with his block, or if you want to end it quicker, you simple dash away while switching to your gun and shoot them in the feet. ~~~~~~~Countering Sword Techniques~~~~~~~ Turtling Block Tap them first, tear into them by stabbing their sides until they get a massive, and then you wait and see if they use the massive. If they do, prepare your tenth hop by getting in range and right after the miss the massive start your Tenth Hop. Butterflies Timing and angles are the key to Tenth Hopping butterfliers. Let's start with angle. NEVER charge a butterflier with block tap, your just going to get yourself hurt. Your best bet is going in at a 45° angle to hit them. It all depends on how far away they are, and what direction they're going. If they're pretty close to you, your going to want to go almost completely to the right or left. The rule of thumb is you want your stab to hit them during the second half of your animation, so change your angle depending on that. Timing refers to when in their butterfly animation you want to hit them, and for me, that is right when they're taking off from the ground, as thats the time that a slash won't hit you, as the last one should be ended, and the next one hasn't started. Double Butterflies You have to start the hop with a BACKWARDS block tap. What this should do if you do it right is give our little crazy swinging friend a massive they don't want, and since they're swinging so fast, they often use it without having time to react. After they use the massive, you then charge back in and begin the Tenth Hop. ~~~~~~~ Conclusion ~~~~~~~ Tenth Hop was really much like Cysote's Dagger Medly, it was his combo that worked on people to kill them with a dagger, he stated though that he failed at it a lot, and its not 100% fool proof, much like Cysote's Medly. The Tenth Hop does have some combos which I listed above, but those are not all the combos that could be done, there are many more things that could be done, but that is for you to figure out, so the Tenth Hop move is always a surprise depending on that d-stylers preference. Making this move ultimately unpredictable and dangerous. Well, have fun with making your Medly. ~~~~~~~ Credits ~~~~~~~ FatherPrim - For designing the move and helping us along Cysote - For clearing up the actual move and working it out with me, also for showing me the Medly And Especially Slap, I used your guide as a basis for a lot of info on the starting of the Tenth Hop, along with Cysote, to figure the move out, and I also used the structure of your guide and a few diagrams. I used your structure because these moves are so closely related, and should be alike in explanations. |
| | |
| | #4 (permalink) |
| Gunzfactorian Soldier | its like the begining of a dagger machine (dash -> jump -> stab -> turn camera) but then you switch to gun instead of doing a second stab and shoot them into the back, reload and do a reverse stab that can lead into many things, among which I prefer train yoyo and circling to a daggershot/stab-shot. |
| | |
| | #9 (permalink) | |
| Gunzfactorian Soldier | Quote:
I haven't been able to access my good computer atm this is a touchpad laptop, but yeah I will try to get a replay up as soon as possible. | |
| | |
| | #11 (permalink) |
| Gunzfactorian Postcount Demi-God | Oh no! All my reverse stab secrecy has gone to waste! You confused me for a bit Muga, I kept thinking 'wow this looks EXACTLY like my dagger machine guide'. I completely forgot about blast machine, I've been relying on it alot in game without even remembering it was in fatherprims guide, I always just figured it was a fancy way to finish off a block tap.Long story short, thanks for bringing this move back to the light, as I've never thought of dashing back in to start the combo over again. I'll be writing another guide soon of all my advanced reverse stabbing moves... just because I'm nice to the community like that... and trust me, they are worth learning more than any other move. |
| | |
| | #12 (permalink) | |
| Gunzfactorian Soldier | Quote:
| |
| | |
| | #13 (permalink) | |
| Gunzfactorian Postcount Demi-God | Quote:
Failing harddrive FTL! IJJI won't let me download gunz with it. Edit: Spoke too soon, as soon as I posted my boss came over and gave me more work to do. Guess it will have to wait until tonight! Train yoyo: dash stab jump switch shoot dash. It's tough to get the timing down, because the stab has to be done early enough to have your shotgun out before the peak of your jump... but it could easily be applied to tenth-hop to confuse your opponent even more. *Dash+stab past the enemy* *jump+turn+shoot* *enemy starts turning around to the RIGHT* *yoyo to the LEFT* OH SHI~ WHERE DID YOU GO?! Last edited by Nosedagger; 08-28-2007 at 05:29 AM. | |
| | |
| | #14 (permalink) | |
| Gunzfactorian Soldier | Quote:
| |
| | |
![]() |
| Thread Tools | |
| |