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Everything posted by Urichinan
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TKing your Hatsu.
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That's called wallbounding, it's a new mechanic that makes certain moves stick the opponent to the wall and causes them to slide down. Litchi's 6B[m] wallbounds any airborne opponent so long as they are in the corner.
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Amazing priority, mid-screen combos, extremely high meterless damage, good oki, great pressure, DP, gains a lot of heat, instant cross-ups, feints, good AA's and easy combos don't sound like Bang?
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And even though he was a joke character he still had a very unique and interesting playstyle, he was also kind of hard to use because he had so many Just attacks that were a big part in his combos. I'd like to see him return.
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Character Recolors, PSDs, and Renderings [*New* BBCF Available]
Urichinan replied to Tong's topic in Zepp Museum
Beautiful, thanks a ton man! -
Turn her buttons into Bang's little circular thing. It's something you could have done to the chest and it's on his chest too.
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He'd only be 35 so it's highly possible he'd return. I mean half the cast in IV was around that age and they were still going fine.
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The general idea for that video was just to get damage, my next video will focus on keeping the staff close and oki enders.
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Character Recolors, PSDs, and Renderings [*New* BBCF Available]
Urichinan replied to Tong's topic in Zepp Museum
Can I request I-No? This palette if possible: -
Litchi combo video: http://www.youtube.com/watch?v=N-2Hu4VWK5c
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EDIT: Never mind, I figured out what I was doing wrong. I was letting the staff hit twice after Haku > Hatsu but it can only hit once.
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For okizeme purposes, using the bubbles in the corner on a downed opponent forces them to neutral tech (They'll get hit by the bubble if they forward/back tech) and block Platinum's mixup. What you're seeing here is just that the Platinum player was too fast with it and they delayed their tech so it would whiff. It'll take some practice, but it's something you need to learn because it's a very important tool.
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Punishes: Anti-airing: Zoning: Strategy: Item Strategy: Char specific details: Other details:
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Punishes: Litchi is a fairly safe character, her Drive allows her to set and launch her Staff during pressure to make a lot of her moves and pressure strings safe. So punishing her can be difficult at times, so you need to be on your toes and watch for the holes in her strings. Below is a list of moves that can be punished and the best moves for punishing them (Some are just ways to escape): With Staff: 4D[m], IB: 5A j.2D[m] (First hit only), IB: 5A Tsubame Gaeshi (623D[m]): Dash > 6A, Dash > 5C, 236B, 5D (Cat Mace) Tsubame Gaeshi (623D[m]), IB: Dash > 6C, Dash > 2C ItsuuB (41236D~B[m]): Run, Back Dash ItsuuB (41236D~B[m]), IB: Super Jump, Dash > 2B, Dash > 5C, Dash > 6A, 5D (Cat Mace) ItsuuC: Jump, Back Dash, Run, Dash > 5C, Dash > 2B, 5D (Cat) ItsuuC, IB: 236B 5B[m] > 5C, IB: 5D (Bat), 632146C 5B[m] > 3C, IB: Jump, 6C, TK j.236C > j.B, 236B, j.D (Cat Mace), 5D (Bat), Throw 2C[m] > 5C: 5D (Bat), 632146C 5C[m] > 3C: 6C, 5D (Bat) 5C[m] > 3C, IB: Jump, TK j.236C > j.B, 236B, j.D (Cat Mace), Throw Staffless: [*]Haku (236A): 5A, 2A, 6A, 5B, 2B, 5C, 3C, 5D (Cat Mace/Bat) [*]Hatsu (236B): 5A, 2A, 6A, 5B, 2B, 5C, Dash > 2C, 6C, 3C, 5D (Cat Mace/Bat), 236B [*]Chun (236C): 5A [*]Chun (236C), IB: 5C (NOTE: TK Chun is safe on block, so it can't be punished, but grounded Chun and Followup Chun are unsafe) Anti-Airing: 6A is your go to anti-air for this match-up. Litchi's only jump-in with the Staff is j.B, in order to land with this Litchi has to be quite close to the opponent, so 6A will always be able to get her when she's at this range. Without the Staff Litchi is probably going to be using j.C because it has a bigger hitbox, but she still has to be very close for this to land. So remember, 6A is your friend against jump-ins. Against cross-up j.2D you can actually 2C on reaction (It will hit behind you) and you can get a free Counter Hit, but this only works if you see it coming. Watch out for her glide throw because she'll be coming in very fast and most of the time you won't have time for 6A, however 5A can catch her if you're fast enough. Zoning: Missiles are good for getting in, but Litchi's super jump is really high and she can get over the Missiles very easily. Bombs are the best projectiles to use against Litchi, the angle that she throws the Bombs will keep Litchi from being able to jump over them and because they hit multiple times you don't have to worry about Litchi relaunching the Staff to stuff your projectiles. Strategy: This is primarily a mid-ranged match, you'll be doing a lot of poking with 2B, 5C, 3C and j.C. The main focus is to stay on your toes and be very patient. Litchi's rushdown is one of the best in the game and her mix-up is extremely tight, however, she lacks a lot of defensive options, so keeping her locked down is rather easy. Litchi and Platinum are very close to one another in quite few areas of zoning and poking, but ultimately Litchi has the better poking game. One good think to take note of is that Platinum's 2B goes under Litchi's 6B[m], which is her main poke. So you can very easily punish her poking game with 2B. You need to keep a strong neutral game and play it safe. Both characters rely a lot on momentum, so the main focus is for you to always be the one controlling the match. Always be watching out for what your opponent is doing and try to adapt to the situation, Litchi has a wide range of tools and she's good in almost any situation, so be prepared to switch up your playstyle on the fly. Item Strategy: Cat Mace, Bombs and the Bat are probably the most important items in this match-up. Litchi's rushdown and mix-up game is very strong, but she has very large gaps in most of her Staff normals and Platinum can IB > Bat through them, it's also very useful for when she's doing Staff recall pressure strings. The Cat Mace is Platinum's greatest poke, it's very fast, covers a massive range, deals good damage and leaves the opponent in a tech state. Allowing Platinum to reset the momentum of the match, which is the most important aspect of this match-up. Cat Mace beats a lot of Litchi's pokes clean and will beat her out in air-to-air situations when she's approaching with j.C[m]. Make sure you use it wisely though, because without it Litchi returns to being on top of the poking game. Because of Platinum's Bombs hitting twice, even if Litchi hits them with her Staff Recall they'll continue to go through and make contact with her and cause the explosion, making them more useful then the Missiles when up against Litchi. Because of the arc in which the Bombs travel Litchi can't Super Jump and IAD through them and begin her rushdown game. But use them sparingly, because they're easy to punish. Character Specific Details: Litchi is a very strong character who handles well in pretty much any situation she's put in, the only area where she really lacks is the defensive area. Otherwise she's solid through and through. Litchi's biggest strongpoint is in Daisharin corner Oki, her corner game with Daisharin creates an almost impossible to block mixup game with total lockdown. If she gets a successful mixup with Daisharin going she can begin her next combo and reset the whole process, this is extremely dangerous and is almost inescapable by most characters. Other Details: [*]Platinum's 2B goes under Litchi's Counter Assault [*]j.236AXXX has to be delayed a very long time after 22C > 5C > Air Combo 1 in order for all three hits to connect [*]6A > 236B in juggles needs to be delayed during highly prorated combos or else she'll tech [*]OTG 6A > 22C does not work on Litchi [*]Litchi doesn't wallbound after Platinum's Back Throw in the corner [*]Litchi can kara-throw from 6B and 6C[m] [*]Litchi can glide throw from an airdash [*]After Air Hatsu > Chun Litchi can setup a vortex
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sj./sjc/.hj./hjc.= Super Jump/Super Jump Cancel/High Jump/High Jump Cancel dj.= Double Jump
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It might, actually. I'm having trouble connecting the Ippatsu A, but I'm pretty sure it's possible.
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Wrong thread...?
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5B[m] > 5C(1) > 3C > Delay Tsubame > 5B > 6C(1) > 6/4Kote > Dash > 2C > j.BCB > dj.BCB > Hatsu > Chun= 3309 Damage, 38 Heat Gain Close 3C[m] > Delay Tsubame > 5B > 6C(1) > 6Kote > Dash > Hatsu > Richii A > Ippatsu A > Ippatsu B > Dash > 6B > j.BCB > 6C(1) > 4/6Kote > j.BCB > dj.BCB > Hatsu > Chun= 4113 Damage, 51 Heat Gain (Corner) 4D > 6Kote > Haku > Hatsu > Richii A > Ippatsu A > Drop Down > (IAD backwards if you're all the way in the corner) Hatsu > Haku > Chun > 5B > j.BCB > 6C(1) > 4Kote > j.BCB > dj.BCD > j.C > Staff 2 > 6C(2)= 3843 Damage, 51 Heat Gain I know there were some variations to these in the combo thread (Or they might even be in there) but I figured I'd post these.
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I'm trying to find a different ender after Itsuu A that still gains 50 Heat and leads to knockdown > Oki but I just can't find anything that works. I'll post up if I find anything, but for now I don't think we'll be able to end that particular combo with Oki and still get 50 Heat.
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CH 5B[m] > 6C > IAD > j.2D > Dash > 6C(1) > 4Kote > Dash Under > 2C > TK Hatsu > Riichi A > Ippatsu A > Ippatsu B > Dash > j.BCB > 6C(1) > 6/4Kote > j.BCB > dj.BCB > Hatsu > Chun= 3.4-6K (I forgot) EDIT: New combo: http://www.youtube.com/watch?v=w6P7d3LUEJI
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Check down here ll ll ll V
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I don't think he has her either, so there would be much he can help me with anyway.
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Lol A lot of them are still from pre-release and don't seem to work. That's why I wanted to just start over. It would be easier to gather all the information from scratch then to try and work through all that we have. But I suppose it's okay, I'll just have to sit down and look through it all once I get her.
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I can't wait for Platinum when PSN is back up so I can test everything in the combo thread and get everything straightened out. @.@ Asking people for help is a hassle and it's making things too complicated. I'm thinking about wiping everything out of the Combo thread and just starting over. =/