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Everything posted by Urichinan
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Moy, I'll write up some more item stuff for you so all you have to do is edit them in with copy/paste, if you want me to that is.
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Corner back throw combos with items: (Bat) Back Throw > 22C > 5C > 236B > 6C > j.236C > j.C > 22C > 5C > j.D > > 5C > 5D > 5C > 6A > 236B (4082 DMG, 47 MG) (Hammer) Back Throw > 22C > 5C > 236B > 6C > j.236C > j.C > 22C > 5C > sj.B > j.C > dj.C > j.D > 5C > 6A > 236B (4195 DMG, 53 MG) (Pan) Back Throw > 22C > 5C > 236B > 6C > j.236C > j.C > 22C > 5D > [Combo Ender 2] (3947 DMG, 44 MG) These are the best I could come up with, I feel like there's a better Pan combo, but I don't have to time to piddle around with it at the moment.
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You almost made up a better combo then Moy. I just tried this in training mode, unless you have MAGIXSSSS, then they'll tech after 6A. It made me very sad.
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You didn't see other Litchi's do it because a Staffless 3C CH can lead to actual combos. In CS2 CH 3C 5C > j.BCB x4 was what most people would do. If you were good about hit-confirming you would go for Haku > Chun and the like. In Extend, if the Staff is near by, then you go into the Chun > Staff 2 > TK Chun route, if it's not, then you go 5C > 2C > 6C(1) > Chun > 2C > 5C > Air Ender or you could go with IAD oki by doing 2C > j.B > j.C > Staff Recall/Kote > IAD/Shinshin.
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Yo, this is my new BnB.
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5C > 236B > 5C > 2C > 214C > *5D (Item Equip) > 6C > 22C > 5C > j.D > 6C > 22C > 5C > 5D > 6A > 6C > j.236C > j.C > 6A > 236B is 5047 DMG, don't know the meter gain, I did the combo with 100 Heat. I was only able to do it once though, it's REALLY difficult to get the 5C after the second 6C, and I'm having trouble connecting j.C > 6A. =/ The 5C > 5D I also believe is character specific, I'd personally go for the easier routes such as the one Cirno posted, since they do only 100 less damage and are significantly easier to preform.
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MOTHER OF DAI! Why do I always miss the rooms I CONSTANTLY try to make you guys do? >_>
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You've been HARDCORE dodging, man. It's fine though, as long as we can play some matches once I'm finished moving and have my internet set back up. On that note, I'm going to be moving tomorrow, the house I will be staying in doesn't have internet yet, but should have it by Monday. I'll be there for about 3 weeks, then I'll be moving into the house my family is buying, in which it will probably be about another week with no internet during that time. So, I'm going to be netplaying A LOT when I get to the temporary house, and you guys better get ready for some ft5's and ft10's.
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j.2D > 5D > Haku > Chun > Staff 2 > TK Chun > Dash... 6B[m] > 6D > Hatsu > RiichiA > IppatsuA > Tanki Hatsu > 5D > Chun > Staff 2 > 6D > 5B > 6C(1) > 4Kote > j.B > dj.BCD > Falling j.C > Staff 2 > 6A (Corner ender) 2C[m] > 4D > 5D > IAD > j.C > Staff 2 > 6D > 5B > 6C(1) > 4Kote > j.B > dj.BCD > Falling j.C > Staff 2 > 6A (Near the corner ender) 5B[m] > 2C[m] > 6D(1) > Dash > 5C > 2C > 6C(1) > 4/6Kote > Dash > j.B > dj.BC > Hatsu > Chun (Mid-Screen ender, there are better variations, but they aren't as consistent as this one)
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To evaluate more on this: -She's fast. -She's very safe. -She's got lots of mixups. -She has the best reach in terms of normals out of the cast. -She has very large hitboxes on her pokes. -She's got one of the hardest jump-ins and overheads to punish. -Her R-Action is very quick, invincible on startup, hits on both sides of her, and combos into her most damaging super on CH. -Her Persona attacks are very safe. -Her Persona attacks have incredible reach. -Her Persona attacks freeze the opponent and pull them in closer, allowing for really good rushdown setups. -Her Persona attacks cover every direction the opponent can approach. -Her Bufula special (Ice wall) allows for Litchi/Rachel/Makoto style oki, with a projectile. -Her Bufula special freezes the opponent on hit. -Her Bufula special hits multiple times, making it very useful for pressure. -Her Bufula special has three different placements that can be used, one in front of her, which is good for zoning, one in the air, which completely stops jump ins, and one that comes from behind the opponent, that takes meter, but hits extra times. -Her 2C is an unblockable, homing projectile that takes 14-18 SP from the opponent when it hits. -Her 2B is an air unblockable that has incredible reach, and puts her hurtbox really close to the ground. -Her Bufudyne super (Ice pillar) is invincible on startup, freezes the opponent, and is air unblockable. -Her Awakening super (Mabufudyne) gives her the best mixup and rushdown opportunities in the game, because she's got six projectiles she can use to lock the opponent down and mix them up at her will. She can control when each one is fired, so she can make everything safe, and her mixups become much stronger. -Her rushdown is very good, she can approach very easily using Coup Droit, and it's very safe when she does. -She has very good corner carry because most of her moves send the opponent flying to the corner. -Her damage is very, very high. With meter and the corner, she can do as much as Chie. -Her j.A has a really long untechable time on air CH, allowing her to followup with a full combo after she lands on the ground. Making it a incredible air-to-air. -Her j.B instant overhead has a huge hitbox, and really long reach, making it usable in a lot of situations. I think you should be getting the picture by now. :3
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GG Fygu, BatousaiJ and Hellknight_10.
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I've been working on some corner throw combos using items. I'll post them up whenever I figure some good ones out.
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HK taught me what it meant to not respect Lambda. And nope, I learned them just for my combo video. I ended up taking them to ranked for a bit though, as a part of my quest to get every character to 200 PSR. When I reach that goal, I'm going to take everyone to 400. :3
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GGs Toan, SaxPlayaTJ, GoldenGunpowder.
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Blocking is the safest option for anyone after being knocked down. However, there are different wakeup options depending on how your opponent plays. For instance, if you have the meter and are playing against someone who always runs across the screen after Hell's Fang, then you can wakeup Heart Car Rapid or wakeup Cure Dot Typhoon, but those can be baited and punished. Bat is good as a wakeup DP, however, that's unsafe as well. Sometimes, if you're quick enough, or your opponent is at a safe distance, you can super jump out after a tech. But I would say that you should just block, and Counter Assault when you can to get out of pressure.
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Starlight, since I've played you before, not trying to be rude, I can say that you play very recklessly sometimes, not always, but sometimes. You need to be more patient against Ragna, look for holes to escape, and poke as much as possible with 5B, 2B and well spaced j.C. Cat Hammer mixups, Missiles and the Bat are the primary items in this match, if you've got them, it can easily be turned around. Learn safe oki as well, Mami > Backdash > Bubble > Block > 2B/5C is good. If he mashes, you'll block it or the bubble will catch him. In this setup, he also has to late tech in order to DP without getting caught by the bubble. Now, you could do this same oki without the backdash, however, that puts you right next to him again. So you can make a choice of poking and bating, or getting a little more risky up close. A key point is learning how to bait Ragna, and throw in safe repeatable pressure strings, and to not jump around and throw out random 5B and 2B's fishing for counter hits. Ragna DOES have better normals then Platinum, simple as that, so you can't treat him like someone such as Jin, who has similar defensive and approach options, but isn't as fast or as long ranged. If you have trouble blocking Ragna, go into training mode, and fill in each slot with a different mixup option, and then set the playback to random, and then you can practice blocking his strings, IBing his strings, hitting him out of unsafe attacks, reacting to overheads/lows and escaping by jumping out. Pressure strings I suggest are: 2A > 5B > Gauntlet Hades 2A > 5B > 2D 2A > 5B > 3C 2A > 5B > 3C > Gauntlet Hades 2A > 5B > 3C > 2D 2A > 5B > 5C > Gauntlet Hades 2A > 5B > 5C > 2D 2A > 5B > 5C > 3C 2A > 5B > 5C > 3C > Gauntlet Hades 2A > 5B > 5C > 3C > 2D 2A > 5B > 5C > 2C > Gauntlet Hades 2A > 5B > 5C > 2C > 2D 2A > 5B > 5C > 2C > 6C(1) > Dash Block/5A/2A/DP 2A > 5B > 2C > Gauntlet Hades 2A > 5B > 2C > 2D 2A > 5B > 2C > 3C 2A > 5B > 2C > 3C > Gauntlet Hades 2A > 5B > 2C > 3C > 2D 2A > 5B > 2C > 6C(1) > Dash Block/5A/2A/DP 2A > 5B > 2B > 3C 2A > 5B > 2B > 3C > Gauntlet Hades 2A > 5B > 2B > 3C > 2D 2A > 5B > 2B > 6B 2A > 5B > 2B > 6B > Gauntlet Hades 2A > 5B > 2B > 6B > 2D 2A > 5B > 2B > 6B > 5C > Gauntlet Hades 2A > 5B > 2B > 6B > 5C > 2D 2A > 5B > 2B > 5C > Gauntlet Hades 2A > 5B > 2B > 5C > 2D 2A > 5B > 2B > 5C > 3C 2A > 5B > 2B > 5C > 3C > Gauntlet Hades 2A > 5B > 2B > 5C > 3C > 2D 2A > 5B > 2B > 5C > 2C > Gauntlet Hades 2A > 5B > 2B > 5C > 2C > 2D 2A > 5B > 2B > 5C > 2C > 6C(1) > Dash Block/5A/2A/DP You can add/take away hits from all of these (Like removing all of the 5B's) so you can get a feel for all of his different pressure strings and gatling/special cancel options. You can also remove 2D/Gauntlet Hades and replace it with the first hit of Hell's Fang, then cancel that into DP on block, or rapid it and continue pressure, the same can be done for Gauntlet Hades too. So spend a lot of time practicing with these.
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GGs Litherain, Kodim, Badguy and Shin. :3 Hat Car < Tempest Dahlia
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Platinum says "Hi!". Perhaps the multicolor glow she gets has something to do with her not having a persona? Like maybe she has different C and D attacks whenever they glow different colors? Although, from the footage, those just seem like damage buffs. And I love the way Elizabeth's face was drawn in her vs. screen art. (Not character select portrait) The blank look on her face, matched with those beautiful yellow eyes, it's breathtaking.