kreichjr
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About kreichjr
- Birthday 09/14/1987
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Location
Austin, Tx
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Litchi's Astral: RiichiA - Hop on Stick (63214D) With 100% Meter and opponent under 20% health... press D... You CAN combo into it but the combo has to start with them under 20% health. 5b 2c ittsuA kote6 haku hatsu riichiA ippatsuA D (astral) *********** In other news, I managed to get Kenny Tuty's combo to work, but timing is super tight and as fast as possible it seems... If I have access to a camera, I'll try to get a video.
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Has anyone got Kenny Tuty's combo to work? Can anyone get a video? Also, I don't think the 6b in "2C~ippatsuA-JD-JC-5C-6B..." is right, you get the staff back during the 5C so I just try for the IttsuA loop but it never seems to work. Okay, maybe Jthan didn't make that clear enough. We know Nu (Lambda), carl, and noel have small hitboxes and can't be OTG'd with 5C. He was moreso asking about Jin, Ragna, and Hakumen. We've had instances where we'd do 5C to OTG them and it would NOT hit.
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How many reps can you do starting with 5b? Well, I guess I should say, when can they tech if you start with 5b? Just curious what options you have starting with a more practical starter. Also, I was doing some thinking, this is a corner combo, right? What if you're in the corner, going away from it, could there be a way to modify it to get maybe a double ippatsu, double ittsuA combo??? I'm thinking like 2C, ittsuA, kote6, haku, hatsu, riichiA, ippatsuA, 9 (jump towards) jD jC 5C 6B ittsuA... etc etc... It may be too long, but it'd be something to look into :D
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Okay, just to clarify a bit, Pozer is asking for legitimate advice for a friend of ours, he just does it in his own way... (You'd just have to know pozer to understand) So any advice would be greatly appreciated. I'm trying to level up with litchi as well, so to reiterate, what's the best way to approach Ragna? I, too, feel like his 5b beats most of my attacks.
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That's some funny stuff. When are you coming back to Austin, Toki?
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I'd be down for a 2v2 BBCS tourney, keep us informed!
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So, I had another thought about a variation of the 5b 5cdc 236b IAD j.b j.c 214c sj.c dj.c 236a combo... In CT, I never used to air dash, I used to do dash up j.b j.c which worked on most of the cast. Maybe we could do something like 5b 5cdc 236b dash up j.b j.c 1d dj.c dash forward 6a 632146c follow up... I don't know, I never got into trying the j.c 2d dj.c combos. Just another idea to throw out there... On a personal note, I may pick up Litchi, I enjoyed playing her in CT, and my friend Markus has a damn good one, and I tend to play characters he plays.
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Okay, I wasn't sure if the frog would activate or not, it was just a thought I had a few minutes ago. I'm just trying to throw stuff out there to test, and what I have and haven't tested. Perhaps the frog could be used for oki, or maybe there's a way we can get frog to activate if we do something different. Keep at it, I'll be lurking til 7 :P
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Awesome, Good to hear! Oh, I forgot to mention, if you land 5b 5cdc and it pushes them into the corner, you can just run up 5cc and the 2nd hit will otg (at least) Tsubaki and wall bounce her. I'm curious if you can use frog to maybe lower the recovery of the 5cc and do in the corner something like...: 5b 5cdc dash up 5cc wallbounce 214a 5cc wallbounce *frog hits* 6a 6c j.c 632146c *ender* Although I kind of doubt it, We'll have to test and see and maybe make adjustments... Input is welcome!
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I think you missed Ryokoalways' post above... Meaning we're unsure if it's positive proration or if the counter hit property carries over to multiple hits, but Fatal Counters are attained by counter hitting with a guard break move, and certain moves have the Fatal Counter attrib built in.
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Okay, so during my lunch at work, I went by the arcade and I tested a little bit. Unfortunately, there was a newb playing Tsubaki, and he kept playing me, but I found out just a lil bit...: The 236b in 5b 5cdc 236b seems to whiff (lands past her, kinda like Nu in CT) if point blank, but if started a bit further out 236b will hit. If it hits, you have enough time to run up and do 5cc, first hit will whiff, 2nd will wall bounce and still combo. I decided to try experimenting with this as it doesn't cost an extra wind to land the 5cc wall bounce. I believe I managed to land a 6c j.c but my super whiffed, I don't know if I did the j.c too early, possible though. Someone jump on the bandwagon and help me test! Rachel's gotta have something!
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I have noticed 2c seems a lot easier to land, I hit hsien with it several times. Maybe they increased invuln. Frames? It'll probably be seeing more use in this version. 6a RC 5cc doesn't seem very useful personally. I'd rather save my meter for RCing 2c or for super. Personally, I think 6a 2d 5cc would be the better option, saves meter, can do it without meter, and could potentially lead into super. I wish we knew how many reps of 5cc we can do, depending on when we start the combo. Example like 3 reps if you catch a normal 5cc, verses maybe like 2 reps if it's starting on the 5th hit. If you could test some of the things from my previous post, I'd appreciate it! I'm at work currently and won't be off until 7. If I get a chance to test anything, ill post whatever I find. EDIT: Also, 6a's horizontal range sucks now. On hit, 5b 6a whiffs on at least smaller characters, don't remember who I tried it on... maybe Noel... Meh Also, I don't know if this has been posted yet, but if you're playing against the computer, if you taunt, you get 100 heat the first time you do it =D Lemme know if you want to see my test combos, haha, they're probably no good, but it's something to try I guess...
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I've been messing around trying to find a way to combo into the 5cc wall bounce loop. Trying to open up some other options for damage that we may be overlooking. You can do: 5b 5cdc dash up 5b 2d 5cc 6a 2d 5cc The 5cc wall bounce needs to be done immediately, timing is kinda tight and it has to be almost point blank. Doing 1d blows you too far for it to connect, didn't try 3d but I'm doubting that will work. Also, I don't know if it'd be worth it to spend a wind to get the wall bounce off. I THINK you can do 5b 5cc 236b dash up 5cc and I think it combos. I'm trying to avoid frog stuff as I hear scaling is pretty bad. I have some combos that I'd like to test but its hard to get on the machine without getting romped =( One I'd like to test is roughly midscreen... It goes as follows: NOT SURE IF THIS WORKS!!! 50% meter, 2 wind: 5b 5cdc 236b dash up 5cc wall bounce 6c j.c 632146c 236a 4d 3c (x hits) 214c 3c(x hits) 214a oki Ideal distance would put the 236b pole near the corner so the super would get the opponent with the melee super + pole. The x hits for the 3c is because I don't know how many hits to do. Lemme know what you guys think.
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Hell Yeah, DISSIDIA HYPE! Play more Emperor, damnit!