Kenny tuty
Members-
Posts
133 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Kenny tuty
-
West Coast Warzone II - Long Beach, CA - Apr. 2-4 2010
Kenny tuty replied to Teppelin's topic in Archive
as a CS player, I don't think I would enter the tourney. But I think running the event with CT isn't bad idea at all. This "blazblue" community originally started with Guilty Gear, and it has been around for kinda long time. However, blazblue brought bunch of new players into this fighting game community.(not as much as SF4, I know -.-) but yeah, because blazblue has a lot of common stuff with guilty gear, the player skill of the new ones and the original community people are pretty far. But if you guys have CT tourney right now, majority of the community from Guilty Gear scene won't enter. or even we do, we are away from the game anyways. It's pretty tough adjusting to old versions, coz it's kind pointless to us. Therefore, I believe the main players in the tourney will be the "console" players. Since Blazblue calamity trigger had pretty good sales, I personally think go with CT is good idea. Maybe you guys need to advertise that "everybody has chance" stuff tho. Running CS tourney can only be the ads for BB itself. I don't think most of people want to pay $30 for the game they never really played. But, doing side tourney with CS sounds pretty fun... to the old community people. lol I believe showing how CS works could transform some of SF4 players into a BB player. Also, even I think it's good idea to run the tourney with CT, honestly the level of tourney itself wouldn't be interesting to watch. (because of the lack of top players with intense practicing.) And most of BBCT players are interested in watching CS as well, I think. so yeah, thinking about collecting like 10? good CS players and run side tourney for 40 minutes could be fun. I think it's worth to consider about. Anyway, thanks a lot for the effort you guys make! I hope US fighting game scene will get bigger and bigger~ -
hm, I guess this is the thread for combo info? I just got back from Japan, and saw some tsubame combos in there, and one of them were pretty interesting. 1.Tsubame(normal hit)-6C-3C-hatsu-haku-chun or (haku-chun-hatsu) about 2000 basic one. has to be super close when it starts out. 2.Tsubame(counter as anti-air, the distance second hit won't hit only)- 6C-back kote-JBJCJD~ If it's limited situation like anti air, you can use the old style combo. 3.Tsubame(counter hit)-2C-6C-front kote-(JBJCJB-JCJB)-JD(hold) the last part () is depends, the point is you'll finish the combo up with JB. you can carry the opponent and keep pretty good situation with the flying stick. koichi was using this, I thought this can be reliable Tsubame combo. I think these three are the basic tsubame combos in terms of damage and situation. of course arranging the combo parts is the most fun part of litchi tho. However, since I don't really see any tsubame combo in match vids, I decided to drop these in here. Even tho tsubame is pretty scary to depends, it still is the important counter option. hope these combo, (especially the last one) could help some of litchi players in US! btw, I totally forgot to try Tsubame-6B~ combo. does it work now? I was having trouble with not sticking distance tsubame combo so.
-
Arcade Infinity - BB:CS Tournament/Ranbat Series (OMG LOOK AT ME: 5/27/10)
Kenny tuty replied to Xie's topic in Archive
>Mike Z I understand the first half. lol Yeah, I'm sorry about how Tager always suffer. But I brought back some traditional sweets from my home town. there's only 10 of them, you'll have the first priority to get one! >moonyang09 Thanks for the offer~ but I think my girlfriend would give me ride since I was gone for 3 weeks. I played against R-1 in Japan and it was ridiculous, but blah, I didn't understand what was going on. lol -
Arcade Infinity - BB:CS Tournament/Ranbat Series (OMG LOOK AT ME: 5/27/10)
Kenny tuty replied to Xie's topic in Archive
oh, tourney is coming? Amazing, time to show "CS" litchi! -
BlazBlue: Continuum Shift Arcade Locations Worldwide (outside Japan)
Kenny tuty replied to TGS's topic in Archive
k, going ai tomorrow from 2pm to 6pm. I hope I'll see someone to play with. -
BlazBlue: Continuum Shift Arcade Locations Worldwide (outside Japan)
Kenny tuty replied to TGS's topic in Archive
according to JP bbs, there're bunch of ragna and bang. jin and noel disappeared, I think the same will happen to nu. Maybe, some litchi. -
BlazBlue: Continuum Shift Arcade Locations Worldwide (outside Japan)
Kenny tuty replied to TGS's topic in Archive
holy shit, BBCS in AI now!? k, who's going when? I'll definately be there on this Friday. I might be even going tomorrow since my classes finishes morning. -
6B is jump cancelable!!!??? gosh, that sounds sick. that means we can do jump cancel cancel(calls TK in here?) we must be able to combo after 6B normal hit now. Maybe like 6B-ittsu B-whatever- I'm kinda hoping we can do ittsu cancel shishin, but maybe no. 6B into shishin wll be too broken.
-
noooooooooo, lord knight is on 360. sad face =( can't play against my rival, how can we decide the US best litchi in this case? lol well, I'm joking. still a lot to learn for me. Name: kennyon (or Ken, or kenny tsujio, or whatever) PSN Tag: kenmyon (who took my kennyo!) Location: sorcal Note: If it's laggy, I might end up using ragna. using litchi in lag makes me angry. haha
-
if the hakumen knows how to deal with litchi's corner mix up, this is 4.5 for litchi I believe. if they don't, it's 5.5-6.0 for litchi.
-
wait, are you the guy who was at expo and taking the movie? If you are, sorry about losing to nu so badly and talking about this. lol
-
Lord Knight sounds almost everything we can do against her. +use falling JB, not ID one, go up with HJ or double jump and go down with JB, it usually beats nu's 2C. lose to 6A tho, it reads to over 5000 damage. But not so many nus are good enough to do so here. and simply be good with litchi, which mean all the corner works. kill her there, don't let her run away. this is really bad match up, but litchi is not tager, we still have some chance.
-
keep the distance that a little farther than tager's sledge. don't do anything, just wait until tager do some move. if he does 2D or sledge, use 5B and you can punish him with decent combo. if he charge, 6B will Counter Hit tager. if he jumps, use JA. it will shut all tager's air move, yes, all. if he guards it, mash it a while and run away. when he get's magnetic meter, be careful. k, that's it. unless you play against good one, there's no way for you losing to tager now.
-
oops, I forgot to put last word. How embarrassing >< and others are simply miss combo selections and accuracy of execution. which are all litchi players must go through since we are using "litchi." lol
-
against carl, I usually just stick with ~C-ittsuC~ I guess I should practice that one too in case I have to use 3C. pretty sure many people start carl because of console.
-
>>Lord Knight ah... well, you talking about 3C-D hold-chun-D release-6C~ combo? that's useless unless you wanna make your combo look fancy. what I'm talking about is 3C-jump cancel immediately and 236C-2C~ this combo gives you better damage since you are not using D, around 3200? I guess.
-
like you say, it's charactor specified, and if you hit the JC too close, the tsubame won't hit. The midscreen combo I'm working on right now is ~3C-2369C-2C-6C-tsubame-6C-3C or ~2369C-2C-6C-3C-236ABC-(shishin) the one shonen was doing in the a-cho movie. The link between 3C-2369C is pretty hard. it's not like ittsuC low air 236C. I think it's like 2F link, but feel like with practice, it'll be stable combo. and the 6C combo I'm using right now is the simple one. 3C-d-6C-6C-DP-6C-3C, since I was using this from the very first days, my hand just pick this one. lol this combo doesn't really have advantage except it hits from anywhere. I'm trying to get rid of it with most of distance. ai yai, litchi combos~ lol
-
>>Lord Knight well, you talking about corner combo right? or else, that combo won't be stable due to the distance of 6C-tsubame. As long as we are in mid screen, I think dash 6C will be safer. ...actually, I think 3C-236"9"C will the best choice if we need to use 3C. just because the damage is bigger. The timing is kinda hard, so I'm still working on it tho. so for now, if we wanna go for stability, dash 6C. but better start to work on 2369C, I guess.
-
>>Lord Knight oh, I see. that's what it means by follow up huh? then dash 6C will be definitely the best choice when you are not sure about IADJC works or not. as long as 3C hits, D hold dash 6C will always hit as yellow beat.
-
B-C-3C-D hold-IAD-D release-JC-236A-(JB)-JC-DP-6C-DP-6C-3C. the best damage one will be this. (won't work against carl.) B-C-3C-D hold-dash-D release-6C-6C-DP-6C-3C. I use this just because I get used to with this one, but harder and less damage.
-
>>Chun I watched the first video. 1. Against ragna, standing A will be really useful. it'll beat ragna's 5B. so then you don't have to jump around so much against ragna who has anti air 6A. 2. The best damage combo starts out from DP in corner will be DP-JB-JC~. Also seems like you didn't figure out the distance that DP's second hit won't hit them. when it's too close, you should use JB-JC, or back step shishin. 3. in corner, 4 throw-ittsuA-lowair 236C-2C-JB-JC-JC~ will be big damage with keeping corner option. you should try that as well. 4. I personally think ~DP-JC-421D-jump-JD is pretty good option for corner pressure. the opposite option, DP-JC-421D-JC will bring us pretty good damage and set up as well. and others are simply miss combo selections and accuracy of execution.
-
The freeze happens when they do CA with 6ABC. The tech throw and CA comes out the same timing, it causes the freeze. so in this case, (especially you "HJ" to do air throw) it shouldn't happen.
-
just to let you know that they can tech the throw. I thought it's easier for you to understand it with specific data.
-
first of all, tao's CA has only 18F for total, and till "20F," it has invincibility. which means it's impossible to air throw tao's CA. and tao's best anti air against litchi will be 3 walking. without stick, nothing would hit tao. so yeah, I think against tao we should stick with stick. Since console is coming out, there'll be good taos, i guess.
-
hm, never tried without stick game against tao just because of none DP seems too scary for me and none stick JB will be too weak to take a role of get close to tao. so without stick JC will beat tao's JC and JA? and I think hatsu will be too dangerous when it guarded. I'd say stick with mantenbo and use both front airdash JB and back dash JC. Since tao doesn't have good anti air, JB will be good option. JC against tao is like just put it there, if we are lucky it'll hit. if we are not, tao will be careful with getting close. I personally think the match up is all about DP at last. tao is few of litch's hard match up, but since there's nu, tao should be ok.