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EXonestar

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Everything posted by EXonestar

  1. Definitely less stressful than the previous games - since his counters aren't ridiculous. Vs hakumen - 2B - 6B are good but if the hakumen clocks you - he can IAD J.2C it - idk if he can genma 623a through them.
  2. She's so good.........Fighting her is an amazing and entirely different ball game......
  3. Match up seems the same in this version aswell.....Don't get caught.... (that's for both sides lol)
  4. CEO Zoular will Kokonoe be at this event ;O in time!?
  5. After playing couple of Good/Decent Kagura's that know what they are doing. I've been able to abuse 2 things. That being : 1)hard knock down , in to 2D staff set followed by a 41236D to make them block whiles i do overheads 2)Seeing as litchi is hard to get in to , Kagura's use the large 4[8] Black projectile to find a point of entry. Max 6B range can Hit him out of the Start frames of that move (where the black is out but hasn't reached litchi's Hurt box) . So the one combo I've used the most vs Kagura's has been the 6B[m] CH in to IAD J.B[m] > J.C[m] in to combo. Those are the things I've come to take advantage of so far. Since kagura's are just there waiting to do 2[8] DP (And i don't blame them its damn good + CH combo-able) Spamming overheads on kagura's seems to be the best - even if they block the overhead - they are forced to stop charging down[2] up and are forced to press Back [4]. This is what I've got so far. As for neutral . Litchi's 2D staff Set and launch can hit kagura out of the start up of his projectile - after doing this a few times , Kagura's try to chance their routine , maybe go for a J.C which can be Itsuu' A'd but there have been times where the hit stun on Itsuu clashing with J.C has made the Itsuu A lag , so I tend to do Itsuu C to catch them before they hit the ground - and get Fatal CH's so Itsuu's do help. In relation to his Air Stance in to the black gale Cross up , Itsuu B can hit them out of it because of Itsuu's weird hit box where it hits behind her. But i try not to rely on it too much because if the itsuu is too late - he could do a cross up in to a grab. Another thing about his neutral and his large projectile is that kagura's like to run with the dark ball similar to lambda running along side her Swords running along the floor. I've dealt with it by doing 2D staff set in to 41236D which challenges and wins vs the Large dark ball BUT A WORD OF WARNING if the kagura option selects for the Hiryuusengeki (6D~C Where he lunges the sword forward) it has Super Armor against Projectiles. so you could possibly get hit if you try to rush in to him , so you may wish to jump IAD to possibly get in since that move has a large window of frame recovery or block - whiles the 41236D (after 2D staff set) rips his Super armor off after a few hits. (i've noticed after his super armor flashes red - he then loses the super armor and gets hit by the last few hits of 2D staff set 41236D) You can Dragon Punch out of his most of his D drive strings excluding his Ryuuhashou (5D~A where he stabs the sword in to the ground and Punches it at you). That move has super armor to everything Except Lows but i haven't tried to poke him out of it , i usually block it since its -19 on block and wait for the kagura to dash forward (after that move kagura's dash forward - i think its Auto but i'm unsure) now in the case of respect that Ryuuhashou 5D~A , DP'ing after that move is an option but if you respect him too much, he could go for a Ryuugekisou (5D~B - his command grab) or even a normal grab . so keep an eye on kagura when he's very close. That's all I have from my experience. I hope that helps or gives you any idea. Imo this match up is around 5.5/6 to litchi's favor but i won't say back that opinion up 100% because i haven't faced enough kagura's - i've only played around 12 Decent Kagura's that know that stuff. I'll come back with more info if I can find anything else.
  6. So far i've seen amane like chip damage gravity on par with tagers a high lvl projectile that has made spark bolt/kagura's giant wind gale ball get reduced to nothing she's got that nice speed and teleprot mix up to boot like a better version of izayoi i'm already hearing people talk about 4-6k combos off certain normals without CH. Wonder what her match ups will be like vs Valk/Hakumen/Litchi/Rachel/Nu/Mu/Hazama/Bang/Tsubaki (since she has teleports and good projectiles + control over her fireball and etc - i wonder how those characters in particular will give her a good/bad time)
  7. BBCP Litchi Combo Movie【Subsiding Dreams】 (EDIT: This is the CMV not the Litchi vs Tao - Thanks AUREDO <3)
  8. Oh Snap Sorry lol BBCP Litchi Combo Movie【Subsiding Dreams】 The new Litchi Combo video xD Thanks AUREDO <3
  9. BBCP Litchi Combo Movie【Subsiding Dreams】 A new combo video. [Posted in Video section too]
  10. Best to spam matches vs jin/valk to get used to it - it'll become a norm.
  11. Think again :I There's a few 100s 1000s of videos and players that'll say otherwise from experience .-.
  12. It is reactable. Its just something we as players have to get used to. I see people get hit by it but thats due to the game still being fresh. Give it a while and people will feel a tiny bit more used to it. As for the instant over head with wj.a that wil still be the best hands down. Thats been biting players since the dawn of time... thats also harder to react to withe wolf brake in to w5.c since w5.a is no longer a low
  13. Wj.C will probably become easier to see over time. Its usually quite confusing because after so many people have been fighting valk in the pass - they'll need some time to adjust. I.e. Spark seems to be perfectly fine with it lol but i expect nothing less from that Iron Godlike Wall of defense he shrouds himself in.
  14. The fact that its almost impossible to escape makes its so bad. Its a mission to get to him - and fight him - then all of a sudden he's in and doesn't get out DP'ing is a risk - even with his reduced dmg. I do say its fair they made him harder to use because if you make a character with such godlike pressure easy to use, we'll have a dangerous problem lol imo Valk's i've seen so far have been adjusting to him well. He looks awesome overall though. Munching people as usual lol
  15. I relation to his pressure my friend has learned to do something called "wolf break ". can you explain this in detail for me because he said it makes it harder for people to do anything during valk's pressure. is this like a wolf stance change? similar to like "Aegis" (P4A) ? I got this msg now so i'm gona start researching the valk matchup more - thank for the video - i'm going to analyse it now.
  16. So they really buffed up his Wolf pressure once the opponent is blocking. That's extremely Godlike. Thanks though. I've got an extremely dangerous valkenhayn player that says similar things but wanted to see if anyone in the valk section would be able to shine more light on it. Even though people say Litchi > Valk - his mobility and ability really makes it hard. Simply launching the staff or even 2a/5a'ing at certain times can get you kicked. I'm finding it extremely difficult. Its gotten to a point where I try to Block his wolf mix up until he runs out of wolf meter or goes back in to Human form. But even then.....That's a mission. If there's any other information you or anyone can share with me - that'll be much appreciated. Thanks again Magaki. I would like some more valk experience so i'll rinse out GG's till I understand it more.
  17. Sorry to ask this kinda "anti valk" question but In Extend Valks wolf pressure seems quite tight but had some holes in it big enough to maybe 2a or DP him out of if the valk was too aggressive. In CP I've been having trouble dealing with his new wolf pressure consisting of [w]5c and [w]J.5C. I was told you can instant block the [W]5c in hopes of poking him out because they do any other normal but i've either been hit clean or traded CH's with the valk. Is his CP version of wolf pressure more seamless and safer with something i heard about called "wolf canceling" i believe it was. I'm finding it very difficult to deal with him not than in the past. B4 anyone asks. I use Litchi and do try to play the match up with good spacing and trying to use the staff to knock him out of wolf mode but valk's movement around my staff make him extremely difficult to catch or poke. Especially with the looming threat of him just Dashing at me full speed or the fear of jumping due to him having 100% advantage with 5b and command grab gimmicks that catch me because I can escape from the wolf. My question is basically how would one go about dealing with wolf pressure? Where is the Hole in the pressure or which normals should I be instant blocking to have a chance of escaping without having to counter assault > spam dp's which he'll probably 4D or 7D to avoid or just command grab me because i can't push him out. Most of my matches end with my in DANGER because valks won't let me breathe. I just wish to know how to deal with such a mobile character. I don't even feel this stressed vs Tao because i know she's worse but. she can be pushed away. I apologize for the wall of text. If anyone can help me, that'll be greatly appreciated.
  18. The combo I listed does 5k with the super ender 5.5k with the OD Super Yeah we pretty much have the same dmg input - so i guess we just have to go for the easier one- less stress lol. My on takes quite a bit of timing so i think i'll stick with yours - maybe i'll leave mine for a combo video lol its optimal but its kinda hard to do - i get 7/10 times Gona try this in Training mode now - Thanks Urichinan I'm getting 3.8k from this , i think its because i get the 5b[e] and not the 5B[m]. but it works fine though - thanks Lensta [update] Now I got 3.9 k lol
  19. Since I can't Discuss it in the Combo section I did this combo - it does around 4k+ I can say how much dmg it does precisely after this BBCP Session. But for anyone that wishes to try it out for themselves When you have them in the corner. (Opponents back facing the wall/ Near or Close to Corner) Itsuu B >5D(Max Hold)>236A 236B 236C >Staff1> 4b[e] > 4b[m] > ItsuuA > Kote4>3c 2D>3C>421C>6D(1)>623D>6C Possible Enders 1) 6C 2) 63216C End #Litchi #BBCP 3) 6C OD > 3D > 632146C
  20. When you have them in the corner. Itsuu B >5D(Max Hold)>236A 236B 236C >Staff1> 4b[e] > 4b[m] > ItsuuA > Kote4>3c 2D>3C>421C>6D(1)>623D>6C Possible Enders 1) 6C 2) 632146C End 3) 6C OD > 3D > 632146C Does 4k+ and 5k+ with super ender I'l give precise dmg values Tonight , currently in a BBCP session)
  21. GE1EXonestarEXonestarLondonRandom Day-Random Times
  22. To see the names of the moves in english or as she says them in game + the inputs you can check http://www.dustloop.com/wiki/index.php?title=Litchi_Faye_Ling_(BBCP) but sadly its in complete ,the specials part (such as Hatsu Haku Chun) isn't complete i'm afraid. That's something the MOD's will have to finish off in time. If you need beginner help though, i'm positive anyone here will be happy to help you~
  23. Ok just got my copy now -but i did go to a session yesterday . Litchi is looking good. I do like how 4b is just beautiful for converting. I need to get used to using OD > Super at the end of combo's , seems like i buffer the input too early. Its best to buffer super inputs after the characters Emblem Shines bright in their OD animation. Did anyone else get that sometimes?
  24. In peoples "personal" tier lists..... mainly yes. But she's like high End of the low tier section in many peoples "reasonable"views. Which sounds a bit more realistic than the hell bottom tier that quite a few people keep spamming all over the internet. i.e people saying "she can't beat anyone" and etc.
  25. EXonestar - EXonestar - Slums of UK
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