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Everything posted by Brent-quest
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Results give some hope to the game. Tager and Hakumen are still garbage. 2 Litchi's in top 8 made me happy. GJ Dora and Kyaku for beating their respective Nyu's. Curse you Arakune.
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Arakune is still a fuck. He gets under the radar some how. Nyu gets most of the flak for being ridiculously simple I guess. BB and GG this weekend, HYPE! PS: somebody should edit this avatar with the sunglasses > venom avatar. Sunglasses on Nyu > flash > venom!
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As a general rule you should probably not 5B 5C[m] on block in general. You limit your options greatly. Try to hit confirm a blocked 5B to a 6B([m]) pressure reset or jump cancel. Also: Itsuu does NOT autogaurd low, any player who knows this can take advantage of cancelling to itsuu in blockstrings. I don't think the matchup is bad at all. As long as you can guard well you should be fine. His health isn't phenomenal so a few knockdowns can lead to death quickly on him. I did very well against Veteru when I got to play him, can't remember exactly what I did but it worked well.
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Why would you do 3C corner combos when Itsuu combos do way more?
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Itsuu combos are generally better anyway. 3C combos are really only better when Itsuu wouldn't reach.
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Oh well I thought you meant something else. Releasing D later is a common trick you can use if your opponent is too used to your usual oki/ tricks. It also can lead to other interesting combos such as the tk chun loops, but unfortunately all of litchi's combos become EXREMELY dependant on where you are on the screen due to varying times in staff returning. For example you can do 3C [D] 2369C~]D[ and vary timing etc for some cool combos. As far as ground breaking changes to her game... I don't really see it but I could be proven wrong.
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I still don't understand what you want to "play around with." Buffering the stick longer in combos? I was just at the post and trying to understand what you meant.
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Uh... doesn't really make sense. Assuming your opponent is dumb enough to get hit with a 6C to start the combo, you can only buffer the [D] for x amount of time. I don't really understand how that combo is any different really than the regular one. Pretty much all of her basic combos "pop" the opponent back up with the staff return for a 6C > tsubame ender, so I'm not really sure what you're trying to get at here. Are you trying to say we need more staffless start combos? Why the comparison to the basic [m] combo with itsuuC??
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First blood.
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Pretty sure you're adding two different combos together. You either do IAD C 5C or IAD C chun. The second you have to be really close to do.
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6B is not a projectile, it definitely beats sledge. His pressure is pretty unsafe and your pokes should keep him out of range most of the time any way. Even in sledge pressure if you delay your shoryu long enough it will beat the end of sledge.
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DP Punish 50% meter 4900 damage CH 5C>2D>RC>6A>2C>Atomic>6C>Atomic
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http://www.nicovideo.jp/watch/sm7661699 Amazing find goldenrody.
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Pot buster
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OK, just wondering. My friends seem to be able to block 5B> 6A[m] pretty easily by now and was wondering maybe just a 6A to start might work.
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Hey LK, good stuff. Was looking at the Bang thread and the advanced throw break inputs, was wondering if this was applicable to Litchi in some moves. For those 6A[m] > 2D combos you obviously need to be pretty close. Could you throw a 6a[m] off a neutral tech and input the 1+A+B+C to get a break as well if they try to counter throw? vid source: http://www.youtube.com/watch?v=LJI02Q3My4I
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S tier Sol is pretty much impossible to beat.
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You can get more combo off of Tsubame in the corner. Tsubame> 5C j.B dj.C D j.C 6C etc.
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Tsubame is so good because it is very hard to punish in most cases. You get a better combo of Tsubame as well...
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Uh, ok? Exactly which DP did you change your mind to then? If he's swinging then he's not baiting. If he's empty jumping, GTFO. I guess I'm just more used to playing a character with a DP and using it reactivly and not just as an "anti-air". DP's are not about "OMFG he's in the air I'll shoryu." Unless you're playing Street Fighter. In BB and GG there is FD and even IB in BB. Having a good shoryu is knowing when to use it. Instantblocking and shoryuing in pressure and punishing swings is what it is for. Playing Sol for years has lead me to this methodology and I will say it works quite well.
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Except for having the best dp in the game that gets you 3k dmg on Tager every time....
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The combo after throw on Jin is a bit different is probably why it isn't working. On Jin you do: 4throw ittsuuA 6B 5C JB JC JD airdash JC 6C tsubame 6C 3C
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Block 3C, it's unsafe on block and you get a 5B punish. Her 6B isn't too fast that you can't react.
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DLC colors are pretty sweet. Shotgun Morrigan color!