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KirbyMorph

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Everything posted by KirbyMorph

  1. Yup, all anime looks the same.
  2. You might not have to. I just found with a quick search. Not sure if its legit or not. Was posted during NWM yesterday.
  3. I couldnt find an import site with the preorder bonuses (soundtrack primarily interested in, dont really care about phone cards or pillowcases), so just went with play-asia for cheaper price. Any links to an importer with the preorder bonuses?
  4. Couldnt find a general post to put this in (aside from locked one), so forgive me if theres a better place to put this. I was wondering if anyone knew if BBCSEX will be import friendly or not. By this, I mean if theres an option for english menus similar to how you can switch between jap and eng in the options for the NA version of BBCS. Also, for anyone that imported CS, how do you deal with potential patches? Do you have to change a PS3 region or will it just auto detect updates and download them (for example, say theres a patch for a major bug within the first month, will I be able to get the patch for the import version while being on a NA PS3/the NA psn store). Finally, does anyone know the difference between this and this version? Both have same cover and description, but one is US$ 64.90 and the other is US$ 74.49. one says ASIA for region and one has the japanese flag. ASIA is the cheaper one, but not sure if theres any difference between the two versions.
  5. Is there a particular time you should CA a block string for bigger advantages or if do you just do it the minute they start a combo to get out of the pressure. Assume it's a corner combo block string from a Ragna or Jin-type rush down for pressure. Should I just CA immediately and get out of there or would there be a certain move i should look for from each character's rushdown to CA for a better advantage/situation post-CA.
  6. I didnt notice any air to air combos in the main post or first several pages. What are some options for air to air? Just b > c > b > dj > b > revolver? Anything that could get it grounded into some drive combos?
  7. Anyone with the book, is there much art in it to make it worth buying as an art book? or is it just a data/strat guide?
  8. Challenges 6-10 for those interested - http://www.youtube.com/watch?v=nSJXeT8AWWA
  9. How exactly do you find out their frame data?
  10. I know this thread is a little old, but was doing 5B>5C>3C>41236C>tk.Chun>2C>j.B>j.C>j.D>airdash>j.C >6C>6D earlier and didn't have to tiger knee Chun. I just hit 7 then chun and it does the combo properly. I originally thought about tiger knee, but the demonstration always has Litchi jumping backwards and then doing chun. If Im not mistaken, wed be doing 2369 for a tk chun and itd make us jump forward. I imagine you could still do the combo that way though. Does the tk method give you better positioning?
  11. Not sure if this is the right thread, but it says for new players to Litchi, so Ill ask here. I can do some bnb combos (for reference, Im 7/10 on challenges, though those arent always a perfect gauge of skill level) and am getting into more advanced stuff like using Great Wheel/Daishiren mixups and I cant for the life of me figure out how to control the staff in this distortion. I see 133333 and other numbers and I assume they are directions + D. I can get the staff to move in one direction if I do it during the distortion startup, but after that it either hits or misses (depending on what direction I held, like I assume 1 is down/back like for all numpad/directions, so it sends the distortion staff flying away from my opponent) and then flies into the air and lands at the opponent. Ive tried holding d and hitting 1 and then 3 repeatedly, but nothing happens differently. I cant figure out how to make the staff work during this distortion let alone doing the mix-ups I see people attacking with while the staff is moving around/crossing up the opponent. The most Ive gotten is like 3 hits and I can never duplicate it. Ive gone through teh stickies and threads. I must have missed where this move is explained in detail.
  12. Was working on a lot of the combos in training and was curious as to what was best heat gains and for positioning's sake (ie if they are full screen away at end of combo or whatever) and did up a spreadsheet on the laptop while was going through the list in the first post of this thread. Ive uploaded it to Google Docs at this link for those curious. Notes: Training dummy was set to block after first hit, emergency rolls and quick techs enabled. Reset position and heat after every combo. Combos were usually done two or three times each to verify the damage and make sure I didn't drop anything mid-combo or what not. Ragna was the training dummy for reference. Heat was set to 0 at start. In case where a target needed to be magnetized before a combo, I would typically do a 4D or 6D. Heat gains were marked and subtracted from final heat gains listed in the magnetized combo. Ex. If 6D caused 3 heat gain for you and 1 for opponent and final combo heat gain was 25 and 14, I would subtract 3 and 1 respectively for actual heat gains of 22 and 13 respectively. Combo damage was the listed total from training. Some do not match the OP combo listed damage, regardless of number of times I tried to do them over. Pre-Range is how close they have to be to you to initiate the combo. Post-Range is how far away they are after you complete the combo. Melee range to me is where every attack is meaty and you can combo 5A>5B>3C with no difficulties (basically right next to each other). Throw/Poke range is roughly where Gadget Fingers drops the person (you can poke with 5A or command/B+C throw them at that range, but not close enough to chain 5A>5B>3C combos) Mid range is roughly half a screen away. Mid/Full range is roughly 3/4th of a screen away. Full range is full screen away. Post-Ranges assume you are starting in midscreen. Obviously, if you knock them into a corner, the ranges will be different. Tried to test multiple times, but there may be minor mistakes in numbers. Feel free to verify yourself. Oh, and my notation for moves might be a little off normal. I use j.5C to indicate a jumping neutral C just for consistency with neutral C on the ground that's always listed as 5C instead of normal j.C.
  13. Was wondering if anyone could let me know how viable the Tager challenges are. Should I be able to bust those out on command in matches or are they mostly just fluff combos? parts of them show up in this thread, but some are just really tight timing that online lag/smallest miscue on timing means you drop it (j.c, 2c, b, spark bolt for example is really tight timing and landing so that b can actually hit and you have time to get the bolt to connect off the b in one of the later challenges). Should I bother learning from these or just go with whats in the combo thread for practice/training?
  14. Just want to say I appreciate the translations. My Japanese is solely lacking and it's really difficult for me to get through these on my own. These make great references for both practicing my Japanese and just for the story aspect of it. So, thanks again for the hard work.
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