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Everything posted by EXonestar
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I have the same problem. Even found out that I can't do it on a brand new or slightly used pad. I need it to he wore or I'm screwed lol Overall the rate is going up. Don't give up dude!!
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Is it reasonable to say that this is 7-3 in Valks favour because normal has to literally stick to the ground and also that wolf 5b and 5c kinda make the match yobs living nightmare for Noel's? The only thing they can get sometimes is a wake up distortion but other than that they have to respect Valks wolf normals Valks wolf mode beats her occasional 4D on wake up. Also in terms of neutral I tend to see noels use 5b and 5c neutral to prevent valk from opening them up via wolf. On the other hand, if valk gets knock down. Indeed it is a problem but if you do block the oncoming mix up , a possible steirn wolf or even block it till she pushes you out.
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This wolf breaking method is wicked lol I feel so powerful !! The success rate is going up, hope I get solid with it. Thanks Kiba
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Try just ignore the people who talk nonsense. Especially those who literally say "it worked out anyways so idk why you're upset" That probably makes your blood boil. Just block em out. you know what you have to do next time. Just iron it out next time.
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Have you faced any Litchi's recently Toan ? I faced a Nu recently and Can't really say for sure I can share my experience , we both just made some really good decisions and it seems really bad for Nu when she's stuck in the non-halo mode. It was like free mixup on her , all she could do was attempt to backdash on wake up or block.
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Only thing that makes me feel safe is having 2 stock and 4[6] 236D at my disposal but other than that - the match up is exactly the same.
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*Clears Throat* Ok one thing I should leave here in case people don't know what litchi's many moves lead to. Here is something to keep in mind when fighting litchi. When looking at her different D moves (which all set the staff down) J.D, 6D, 2D, Itsuu B and C = if litchi launches the staff will run along the floor 4D, 5D, j.2D, DP, Itsuu A, = if she launches the staff it'll go up and over *Keep in mind she can move the staff with 4kote kote6 whiles staffless* If the staff moves Backwards - that means the staff will run along the floor. If it moves forward - it will go up and over. This is should help. Because the first thing everyone has to understand before fighting litchi is where the hell is that stick flying towards. -EDITED- *Additional Info* In terms of when litchi has the staff - if you dash around to much - they sometimes go for a 6b[m] - problem with this is , Wolf mode valk can run under it. So if you are at a certain distance from litchi whiles she has her staff and its an unsafe distance for her to put the staff down. You could do like a Wolf run back and fourth to see what the litchi will do. Obviously Jumping puts the litchi at a disadvantage because of Wolf 5B but she could J.D but if you dodge that - she is stuck in the air with no staff , and all she can do is respect your [w] 5b , if she wants to try J.C / J.B whiles dropping down - Wolf 5b will still win. So there are ways to sort of force a litchi to either respect you or just stay a distance where the litchi knows that any wrong move can allow valk to get in. In addition to being able to run under 6b[m] with wolf mode valk - if the litchi Dares to do 3C[m] or 2B[m] (lets be honest - it may not be safe but not all litchi's will play the match up by the book , even though there isn't even a book ..... but you get me.) Wolf move 4D back dash in to 6D wolf dash forward will go over 2b[m] and 3c [m] and you can easily punish her. But this is very situational and your reactions as a valk player have to be slick (but if you're using valk.....you probably have the slick reactions down so yeah..... )
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Astral Heat: Overdrive April 19th London, UK
EXonestar replied to Zoular's topic in International Events
HYPE!!!!!!!!!!!!!!!!!!!!!!! Hope everyone enjoyed the GG's ! -
One thing that Valk players must watch out for is the position of the staff and how it is Set. For example :- If litchi does "2D" the staff flies across the floor / if she does "5D" the staff flies up and over. Now those are the basic staff set patterns then there are the situations when litchi moves the staff Backwards or forwards. Backwards being "4kote" and forward being "kote6" If she moves the staff backwards and launches the staff - > it will move along the floor (Like 2D staff set) If she moves it forward -> the staff goes the same way as "5D" Depending on how the staff is launched - you could use the litchi's decision to your advantage. For example - if the staff is set in 2D and runs across the ground when launched. if you are in wolf mode - you Could bounce over the staff and do I think its "6D 4C" i think where you will be off the ground and high enough not to be hit by a 2D staff launch -> this allows you to wolf dash with 6D and and possible punish the litchi's run in. (IF they do) this is just an example of how to use the litchi players choice in launching the staff. I'll try to find examples because I play a good valk player who tends to dodge/ignore the staff (he hates the match up but deals with it well ¬_¬ )
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I have a question about her halo mode - For the litchi match up which mode is more useful in terms of like a Base for the fight? Like for example , is Halo mode more useful vs certain characters than her normal mode? Like you said her projectile level goes up so would that make her halo mode more useful in this match up in particular? or must she change regardless due to strict situations? Lambda's who i've faced recently tend to get a bit too comfortable in non-halo mode. How should or in what way should Nu be approaching this match up ? /
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One of the old tactics that still work now is that ,if you are on the other side of the screen , setting the staff to 2D and launching whiles running along side / or just behind it , neutralizes her 5D / that Spike Chaser / and the move that summons multiple swords from the ground. In terms 5D set and launch helps get it in from the air aswell helping vs Nu's 6D and etc Its good for easy entry if the Nu player who isn't used to staff launching But a warning - they can jump and do the aerial swords that will hit you (against 2D staff launching) and they can possible do a well timed normal to hit you whiles you are trying to hide behind 5d Staff launches. You'll have to really play around with 4kote and 6kote to mix up how you wish to try and rush Nu down because she doesn't want to be caught. Using Staff 2D set and 41236D is also a very useful move - especially when you are near her. -Reminder- When she doesn't have the Halo above her head. She has NO reversals. -------------- So literally once you knock her down , or have her in the corner. Be sure to be Relentless. They will most like burst / Backdash / Counter assault. So find ways to punisher her back dash mid screen / try to find bad habits or patterns where Nu's like to Counter assault and attempt to bait them (Same goes for Bursts but that's much harder.)
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ah now that is actually useful. Seeing as jin is personally my worst match up, that info is actually beautiful. Kid we need to talk ! but later - thats enough BB for today (Y'know lol)
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I believe its just Hold to tech or break out of ice now - not like back in CT (or like smash bros) where you have to mash all directions and buttons.
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Ok after fighting a good valk for so long I might as well write something here but the worst part about this match up is that , people always say - blah blah -> its litchi , all she has to do is throw out the staff. Yes its that easy but No it doesn't always work out as perfect as people assume it to be. Ok so lets say you are at a good distance from valk - and he's going to approach you via Wolf mode. Now if you do 2D staff set and launch (where the staff flies forward near the floor) Valk can do the following counter measures: -He can do 4D and bounce above the hit box of the 2D staff launch and instantly reply with a Wolf J.A -He can do a wolf cannon over the 2D staff launch and possibly hit you out of the air or if you block - > force you to start blocking his mix up after you just tried to get him to respect your pressure. -He can completely jump over you if you IAD'd in and just reset the neutral by switching sides. (where you'll both be on separate sides of the screen.) -If you do 2D Staff set and 41236D to make the staff spin - the same things do happen where he can either run away - ignore pressure or , dodge it and wolf cannon or just dash in after dodging the staff. Now if you do a 5D staff Set and launches (Where the staff flies up and over -> then back down and back down returning to litchi) valk can do the following counter measures: -If you launched the staff from a 5D staff Set - he will either be hit out of wolf mode or if the valk's movement is on point - he'll turn back in to a human and will have to respect your potential air game/mixup which will probably be something like J,a's in to air combo and a J.2D hard knock down in to potential mix up from the staff being set again. (you could do 4kote and do a type of mixup or even possible 6b Feint mixes , anything you can mix up - > try it whiles he's close and in human mode - you have him where you want him , blocking and in human form) -He can 4D , Any approach from the ground and rush in to put you in pressure or potentially hit you. -He could just run forward and use a possible normal that can knock you out of your normal or he can do a wolf cannon. (If he gets a CH he will be able to combo + wall carry you) these are a few examples of how simply "throwing the staff out" can get you killed if you don't understand Valkenhayns mix up. I would suggest watching this video to understand Valkenhayn's wolf break and also look at the part of the video that shows what is mash-safe and what is unmashable during his wolf braking technique. http://www.youtube.com/watch?v=VZR8i5xIz2c I'll be work on this match up often since i have a very dangerous Valkenhayn in my area .... but like i said before- the staff maybe give valks a bad time - because they can't move freely like how they would vs for example a ragna or tsubaki but he can still disrespect litchi's options. -MORE INFO- It would be wise to sometimes stand behind the staff and watch how the valk player will react. This helps because you can then see if the valk you're playing is patient or careful when approaching. Its annoying seeing valk's savagely jump around the screen Sonic the hedgehog so once you get a bit of data on the valk from waiting near the staff , you can then test the valk player by doing a few 2D / 5D launches and seeing how they react. If you find that the valk is easy to read and deal with and is impatient , you just run / jump along with the staff. Also in terms of w[5B] (Valk's Wolf mode anti air) it SOMETIMES clashes or trades with J.B/J.C but Its not something you really want to pray for. If he gets a CH w5B and it trades> he can still combo off it and get good corner carry via human > wolf mode combo. Some Valk's fail to respect j.D at times but its nothing you wish to rely on 100% because some valk's will run under you , so that j.D[m] Whiffs and if you dare jump on the staff after > they'll just run under the staff and w5B you before you can do 63214A/B/C. The main plan about his match up is to see how the valk deals with your launches and use different staff sets to capture him. A personally trick I do vs valks from full screen , I use 4kote and make the staff go off the screen and then choose 4kote or 6kote and run with it (but the valk can't see the staff so its a guessing game on whether he shud jump in or dash forward or maybe he'll play it safe and just avoid everything by jumping up high and wolf cannoning to the other side - rethinking his/her approach.
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From my experiences , you can afford to zone the hell out of Bullet as much as you like because from a distance she doesn't have many options. She can do J.D with H1 / H2 but unless the litchi player is mindlessly running up or dashing in - there isn't a problem. From experience I notice H2 stage bullet do tend to fly / dash in - this is where the match up gets a little better because if you are very good at spacing , you can punish the ground dashes because her dash goes a small distance. I tend to use 2b's and 6b's to punish Bullet's who approach from the ground whiles having the staff set in 5D mode so that if bullet tries to jump in , she has to respect/block the staff. The match up is only quite easy if you really know how to space from bullet - her mix up isn't really much to be feared unless you're not good at blocking Jump IAD J.D's that bullet players sometimes do. or maybe a 6C > jump cancel > J.C - > Which can't be punished if you react to it. I suggest keeping her at a good distance for you to reach her and you not to be in her radius of attack. i'll try to find some more in depth match up specific things to post here if I fight another good bullet player -so far i only faced 1 that actually knows his options well.
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Astral Heat: Overdrive April 19th London, UK
EXonestar replied to Zoular's topic in International Events
There are 3 potential koko players that come to mind. But if thats the case I'm going to say - the most reasonable thing would be to ban black hole. I hear that is "quite" fair. No one bite my head off for suggesting it though. I really don't give a hoothoot about it but god knows you'll be dumping a truck load of salt on this tourney if she wins lol. Indeed I can not wait. -
That's why its so sexy lol Especially during safe Staff Launch setups and in OD (if the opponent is blocking) Kan-chan their spine!
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You don't know the inputs to litchi's moves on a simple Itsuu Combo and you've been playing for how long? So there's no way this is that hard..... What do you need to know - the timing of when to Let go of the D Hold or what? The positioning of where the itsuu combo will start and end on the stage ?
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There's a good number of basic combo CMV's for BBCP Litchi. You really need someone to link you one ? http://youtu.be/GAZLzTSeCdA?t=1m27s (Already time stamped) There's one... If you need anymore. Please type "BBCP Litchi combos" in Youtube. there's like 15 Decent CMV's for you to watch in slow-mo and download
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you can play dry vs kagura and win - because his only sure way to run in is when he uses that giant ball. But you can neutralize it or you can just avoid it completely Some kagura's do the giant ball in to :- That LARGE hit box anti air looking swing - when he slashes the air Does the lunging D drive forward stab (the projectile super armor) Or try to jump along side you and IAD > Grab a double jump can blow his options lol If you see the kagura do an obvious normal during the course of that large dark ball - you can even Itsuu - B - C lol. But ofcourse - kagura's after seeing that (if they learn) won't try to repeat their mistakes. if not , you can kinda rinse and repeat the stuff i mentioned and get punish him for trying to get in.