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Urichinan

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Everything posted by Urichinan

  1. Guys, I need more people to play SCV with. Anyone here who plays it on PSN should add me. I'm trying to get better at it, as I would like to play it at tournaments.
  2. Nobody can tell you how because we don't have the game yet. Take every tier-list you see with a grain of salt for now, despite what people will say, the tier-list will change. The game is still new, and there is still much more to be explored. I'm reminded of the early CT days where Tager was considered to be S-Tier and Nu and Carl were considered bad. Or when we thought CS1 Litchi wouldn't be good. But we all saw how that turned out. While I can agree with the notion that Litchi is very solid in CP, I won't participate in any tier-listing or discussion of it until later in the game's lifespan.
  3. There's no one specific way, but the two easiest combo paths are: Opener > (Haku >) Hatsu > RiichiA > IppatsuA > Tanki Hatsu... 5D > Chun > 2C > Staff 2 > TK Chun > 2C[m] > 4D > 5D > IAD > j.C > Staff 2 > 6D(2) > Ender (Out of the corner) 5D > Chun > 2C > Staff 2 >TK Chun > 2C[m] > 6D(2) > Ender (In the corner) Opener > Staff Launch > Haku > Chun > Staff 2 > TK Chun... 2C[m] > 4D > 5D > IAD > j.C > Staff 2 > 6D(2) > Ender (Out of the corner) 6B[m] > 6D(2) > Hatsu > RiichiA > IppatsuA > IppatsuB > Ender (In the corner) Those are the most simplistic corner carry combos, if you want to see a lot more advanced combos you can refer to this post. (And the one beneath it) We don't have a comprehensive combo listing/guide for you to look at, so you'll have to read through this thread to pick and choose what works well for you. (This will be different for CP) But the post I linked has a good amount that will do fine for you as of now. Ippatsu is the stance where Litchi is standing on the staff, so when you see IppatsuA/B/C then you'll be hitting A/B/C while on the staff. Tanki Hatsu/Chun is just IppatsuB/C. Most people use names because she has a lot of moves, and a few moves share inputs from staff to staffless, so it can get confusing and a little annoying trying to keep up with inputs when you are referring to them in different modes. By using move names you know exactly what move is being used without having to check inputs or modes every time. It's all personal opinion.
  4. I-No combos are friggin' hard dude. But we'll get there eventually. Until you have down the FRC stuff, here's a really easy Dive Loop from 6P you can do as an alternative: This one is character specific, but it's a great combo and it still ends in knockdown. You'll have to tinker around with it to find versions for other characters.
  5. It's WoZscreamer and that's me! (I'm Uri_WoZ now on PSN, I switched titles so people would recognize Uri for Urichinan) I've already stated one of my opinions, and that's about all I have to offer at this current time. I'm definitely into the entire of idea of expanding and helping our netplay community, so I'll help in any way that I can.
  6. If you guys are trying to get more people interested in netplay tournaments, then there needs to be more advertising than what we currently have for our tournaments. We have multiple websites and programs that people use for communication that we could be spreading information through. (Facebook, Twitter, Tumblr, Skype, etc.) There's also other fighting game forums that we should be advertising our tournaments on (Shoryuken, Test Your Might, 8WayRun, Tekken Zaibatsu, Event Hubs all have BB forums/threads IIRC) to get more people interested. I've been watching our netplay tournaments since they started, and the only advertising I ever see is the single thread here on DL and the stream advertisement on the front page. We have numerous members here on DL that can create quality ads (Both video and image based) for us to use across these websites. Not only will this encourage more players to join these tournaments, it will also help to bring in new BB players from different communities.
  7. GGs to OmniSScythe.
  8. P4UPlayer. I'm positive he just leaves his controller on that and walks away. He's been doing it for months. I've seen him actually fighting in player matches though.
  9. 6D is a fantastic starter, one of Litchi's best. On CH you can followup with pretty much any corner combo you like on grounded opponents. If you hit them in the air you of course just go for the normal combo routes. 6D > Haku > Hatsu > RiichiA > Ippatsu Drop > j.B > j.Hatsu > Haku > Chun > Hatsu > RiichiA > IppatsuA > IppatsuB into whatever does a ton of damage. As far as setting up raw 6D's, most of the time people will be mashing during combos and they often get hit by 6D if you accidently mess up the combo. If that ever happens remember you can start the full combo over. Since there are multiple tech directions in BB, you can't really preform resets against arial opponents affectively, so you shouldn't worry about making people tech into it, because the odds of that happening are fairly low. But as I said earlier, you should be able to react to them being hit by it if they do happen to tech into it in the air. Now on the ground it's a lot more useful, if you are slightly out of the corner you can use 6D on the opponents ground tech and it will catch both forward and back rolls as well as late techs. But you need to be careful about it because if you happen to whiff it during their tech you can be punished. Really though, it's impractical to be going for raw 6D's outside of punishes or during pressure. She has better pressure, tech trap, oki and reset options than that, they just don't do as much damage. Hopefully that answered your questions.
  10. Happy Birthday Star! :3 You should celebrate by playing... BB!
  11. 6Bf > Throw is useful every once in a while, but it's really easy to react to. The best use of a 6Bf is to cover it by the staff and go for a 6A/2B mixup, then you can try and work your throws in there. She is very strong. She received many buffs to her combo routes (They are less spacing and position dependent, making them more stable and easier to adapt to overall) and her ability to convert random hits was greatly improved due to the inclusion of 4B. She is also able to combo off of Tsubame Gaeshi once again (Corner only, for now) giving her a much larger return for landing a reversal in the corner. She is able to convert mid-screen hits while staffless into full combos better due to the buff on her Haku > Hatsu > Chun rekka chain. (That specific one) Overall she is much more stable now than she was in Extend, though she did lose a lot of oki potential (Daisharin and Kokushi were both severely nerfed) and she received a few proration nerfs. I could go into greater detail on all of the changes, but we'll wait until the release for that.
  12. Guys, ease up on the hate. I've seen enough arguments and flamming around here. If this stuff doesn't stop I'm going to start handing out infractions. (Read rules 4, 10 and 11 of the Dustloop F.A.Q)
  13. It doesn't wallbounce on a grounded normal hit (It might if it's fully charged) so it's not good for pressure or approach in that sense. However, you can do the crossup version safely in the corner by using a 2D Set version of Shinshin. Shinshin will push them out of the corner and Kanchan will actually crossup there. Aside from that it seems to be very weak outside of combos. Though if it's + on block (I HIGHLY doubt it) you could use it for frame traps and other forms of pressure resets. Like I said though, it doesn't appear to have any frame advantage at all, so don't count on that either.
  14. I can't believe you guys even suspected Gear would make it. As much as we all love Gear, you guys should know that it's not a popular game at all. The patch will also be dropping shortly before EVO and normally they like to give new games or patches time to flourish before adding them to EVO. The only exception I can think of was SFxT last year, since it wasn't out when the lineup was announced. That's all because of $$$ though. But it is pretty depressing, since Gear is so great. I would have liked for it to get some love again, like the good ol' days. I'm happy with this year's lineup though, every scene can be happy as one game from each genre of fighting games is there. (Except for Smash, but it's highly possible that it could make it this year as well)
  15. This is the current video thread, and it follows the standard DL video thread format. It's very easy to navigate and find videos in. This was also updated just yesterday. So long as Jourdal, LK and myself keep it updated it will be fine. I can go back and try to find the meter gain for some of the ones done in matches. A few of them were done in CP's training mode though, so meter was set to 100 while the person was practicing.
  16. Dude THIS THING: Is a friggin' beast. One of my new favorites.
  17. GGs to SKD and Andru for destroying me in P4U tonight. I mash too much. I can't deal with pressure. I jump even more than I mash. I do unsafe pressure. I have crappy oki setups. I don't know match-ups. @_@ Gotta' work on this stuff before Winter Brawl. Also shoutouts to SKD's Instant Kill > Disband Room rage win.
  18. Few new combos: (Corner) CH 6A[e] > 5[D] > Hatsu > ]D[ > Chun > Staff 2 > 6D(2) > 5B > 4B > RiichiA > IppatsuD > Dash Under > 5B > j.B > dj.B > j.C > j.D > j.C > Staff 2 > Puffball > 6D(1) > Tsubame= 2.9K (Back to corner) 5B[m] > 5C(1) > 3C > RC > Dash > 6B > IAD > j.B > j.A > 5B > 4B > ItsuuA > 4Kote > Dash > 3C > 2D > Hatsu > Chun > Staff 2 > 6C(2) > 6D(1) > Tsubame= 3.8K (Mid-Screen) ItsuuB > 5[D] > Puffball > ]D[ > TK Hatsu > Chun > Staff 2 > 5B[m] > 4B > ItsuuA > 6Kote > Haku > Hatsu > RiichiA > IppatsuD > Dash Under > 6C(2) > 3C= 3.5K (Mid-Screen) 4D > Dash > Haku > Hatsu > Chun > Dash > 5B > Puffball > 5B > 4B > Chun > 5B > 6C(2)= 2.7K
  19. Tanki Hatsu/Chun (IppatsuB/C or B/C while standing on the staff) As far as I know, there are no supers with SMP that can be done both on the ground and in the air. Daisharin, BBL, TD and Calamity Sword don't have SMP so there's no way for us to tell.
  20. IIRC there were a good bit of moves in Extend that followed this rule. Litchi in particular having the most variations of SMP applied to single moves out of the entire cast. (2 versions of Haku, 5 versions of Hatsu, 5 versions of Chun) Relius and Bang also have air and ground specials accounted for separately. (Relius' Id Lauger and Bang's Double Palm Thrust)
  21. 6C is the only move that has been reported to lose it's Kote cancel.
  22. I talked to my parents and I'm officially going to Winter Brawl! Everyone that can should come, it'd be awesome to give TN some rep.
  23. I brought up the SMP discussion in the mod chat on Skype not too long ago and the only answer anyone could come up with for why the SMP system has been acting like it has is because it still follows untechable time based on the attack being used. Here are a few examples of why this might be the case: Litchi: Staff 1 > 5B > 3C > Haku > Staff 2 > 5B > 4B > ItsuuA > 6Kote > Haku is immediately techable upon hit (Possibly because it's a regular attack) Bullet: 623C (Wallsplat) > 623C is not teachable (Possibly because it's a grab) Hazama: Houtenjin > Houtenjin is not techable (Possibly because it's a Distortion) It would make sense that certain moves don't allow for the combo to be techable, due to unscaled hitstun. (Like on throws and DD's) Just something to think about, up until now all of the information given to us from players in Japan have stated that SMP attacks are immediately techable upon hit. (The second time, of course) But now it's starting to become questionable. I wish we had the game so all of this could be tested. >_<
  24. My parents wouldn't let me do that, sadly. @Star: Koichi, OSCA, KK1, Uzen and 2rio are all good.
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