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Everything posted by LitchiFayeBling
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read my post. no 214[a] combos. https://www.youtube.com/watch?v=5jnqeeVcJLE anyone know how long you can delay this 5a upback 5a thing
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yeah it sucks. byakuya is not a strong character, he just has a good 2b and easy combos.
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5B 5C 2C 6B 2C xx 236A > j[C] land dash 2B xx jump, slight delay, jABC 3B 2C, oki most important midscreen combo. works off of A if you do 2A/5A 5B 2C 6B . it's the one necro undine posted up there side switch version that's kinda hard. i havent hit this in a match yet lol 5B 5C 2C 6B 2C xx 236A , dash under jABC land 3B 623B, dashC > oki most important midscreen combo. works off of A if you do 2A/5A 5B 2C 6B . it's the one necro undine posted up there air to air starter jABC 2C 6B 2C xx 236A > j[C] land dashC, oki for some reason i couldn't get the full extension as above but i'll try again today corner easy bnb - can do off A starters (5a/2a) 5B 5C 2C 6B 2C xx 236A > (wait, find correct spacing) > j[C] xx 236B, dashC, oki corner bnb off high low mixup (2B 2C 3C) or (6[C]) xx 22A or B, 5B 623B, walk back instant j6B, 66C xx 236A (wait, find correct spacing) j[C] xx 236B, dashC, oki also works generally if they wake up into a wheel mashing short starter (anything starting with assault that isn't counter hit) - 6DC 5A 5B 5C 2C 3B xx jump, slight delay, jABC 2C basic converts off of 214[A]/ will just be a jump loop into 3B xx jump, slight delay jBC 2C. you can do more with puddles, but i am not there yet ----- general combo mechanics in this game seem to be 2 OTGs max. this means (puddle) 2C 236A, and any otg after dashC and j[C]. also one jump cancel per combo. i need to see if there are better things to do after air to air j[C]. i just dash 2B jABC 3B 2C but i have an extra otg to use --- important things to learn for this char dash and block delay chain off 5B into 5C/2C and confirm off of it (braindead mode = 6B, better pressure mode 5C and confirm and then mix up more frame traps with 6C/3C/22B/22C/whiff2A/5A throw/6DC mixup oki setups . right now mine are quite weak
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thanks for the data. i've seen notsu do pretty far range 22B frame trap into 623A or b, assuming b for the faster startup. https://www.youtube.com/watch?v=Xes6nPHzMfw#t=639 wonder what the gap is for normals canceled into 22a. i have seen charged 6c xx 22a get reversaled out (ex reaper/ex noodles in particular)
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nice! that makes things much easier and better.
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http://in-birth.wikia.com/wiki/Byakuya_(Gameplay) - /// (during It's useless to run) (which is the teleport followup to 214x) Followup to his 214 airdash. It can be cancelled into air normals. The A version is equivalent to his j.C. The B version is a fullscreen downward spike thrust that slams the opponent to the ground (with all of Byakuya's blades at once stretched). The C version sticks all his blades to different directions. The D version lets you set a ground trap from the air. i don't know what this move is, i never did it and i haven't seen it lol. one of the first things i'll try today.
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i think this char is aight, very big windows to late chain normals, decent range on Bs and Cs, and his amazing 2B make his pressure game pretty good b+c is overhead. takes grd to use and chain shift to combo. has 2 ranges, charged and uncharged. due to the longer time to react to charged (longer range) i think uncharged is better. it has shorter range, but can me done after A normals/5b instead of 2b to bait them into blocking low. 3c charged is an overhead. also a slow anti air. don't have a use for this in mixups yet, but i'm sure it can be worked in post 2b after the opponent is scared to press buttons post 2b due to 2c/5c frame trap. 623A/B seems to be a command grab before it lays a trap. it's slow and leads to only 2200ish damage but it is another threat when the opponent decides to stay blocking. no reversal at all besides veil off as far as i've seen. oki setups will be important. the traps seem pretty useless outside of potential oki setups and combos. neutrally, not gonna do a whole lot i uh... didn't know he had a D followup to trap lay-teleport. so i will play around with that when i can. i am pretty sure the blade followups are unsafe on block.
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about to pick this char up today. how do i play neutral?
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one thing about that jC is that normally charged jC is easy to time, but you need to delay it to hit linne -_____- and i don't know that timing
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he does have some tricks he can use [normal] xx 236B xx ex command grab. if they jump they block/get hit by 236B, otherwise they get grabbed. [normal] xx 236A chain shift - you have a million years to do a mixup finally i think his force function (B+C) doesn't take life. it also leaves a puddle if there wasn't one on the ground yet. even though it costs GRD (unless you have no GRD) it might be worth looking into. It is an especially important move to use in conjunction with 214[A] since it also moves the negative edge puddle.
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a friend of mine has found that A's can whiff cancel into special moves, but only in vorpal? he tried this with gordeau and he couldn't is this known? he could only do a certain combo in vorpal and not without it because of this.
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i think this char is around mid tier overall (not unplayable, but not overly strong) and i quit. rip his overhead (charge 6c) doesn't block string into special moves (and is only cancelable into special moves) and i think ex grim reaper from gordeau punishes not canceling and canceling if he blocks it the mixups are alright, mostly tricks and i think they can be timing blocked he does have a lot of potential overall, but has to play patiently and very precisely and the skill needed for that is realistically beyond my reach. i think he needs a meterless version of that command grab. as of right now his lockdown isn't scary enough because his mixups are quite limited. he also lacks a reversal. that plus how the GRD system works really makes him work for momentum, since his main offense is frame traps and blocking them all is advantageous GRD wise to the defender. raw chain shift to reversal is amazing vs carmine, and then he only has veil off (and his 200 meter supers) as real reversals. if you are playing vs people who mash, this character can work. vs people with good blocks and punish sense, i don't think he is a good choice. overall im a scrub but a realistic scrub, gonna try other characters.
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hm okay. i always had problems doing 3b after jC off of 2a starter.
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i think you can combo into 236C (ex) from 2c without puddle beforehand and in corner you can do 236a from 2c without puddle i think nope basic combo routes midscreen are (hitconfirm) 2c 6b 2c 236a -> either side switch with dash under, jABC 3b 2c (or other enders. since 236a left a puddle, you can 3b 623a, then 66c for knockdown) or, jump charge C, otg with 2b. long starter means you can 2b -> jABC 3b 2c, "A" starter means you just 2b 2c probably. the other combo route is (hitconfirm) 2c jump 6b, jump CBA 3b. haven't looked into 6[c] (overhead) stuff corner route is either go into 2c 236a (usually A starter) or other starters you can go into 22B, juggle link 5b http://in-birth.wikia.com/wiki/Carmine_(Gameplay) the combos at the bottom of this page seem like they come from this vid but i didn't scrutinize that hard https://www.youtube.com/watch?v=N-ixpyawNbg i'm finding that i can't "delay chain" normals, so my basic frame trap muscle memory from other games with chained normals isn't working out, heh canceling things into 6b seems pretty okay specially a little further out, seems safe if not +, can do 2c afterwards and it seems like it CHs some things. also if there is a puddle under them, and you read a mash, 623a is a good move to CH because i think it activates the puddle hitbox the quickest. has a lot of untech time. canceling into 6[c] (overhead) and 214[a] if they're scared to mash is the end goal otherwise cancel into 236a chain shift if you're in vorpal lol. gain lots of meter, have ton of frame advantage to either 6[c] or 214[a] to go for more frame traps
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Official Austin Topic, 4th Edition full of fun and happy times! ;o
LitchiFayeBling replied to PozerWolf's topic in South
they switched it to brawl or melee or something scrubantonio -
Official Austin Topic, 4th Edition full of fun and happy times! ;o
LitchiFayeBling replied to PozerWolf's topic in South
>:\ what is goin on in san antonio -
new litchi player here, i know jC[m] has extra landing frames but do any of her other air normals have this? i have felt like i might have landing frames on her jC[e] but i can't tell for sure. and if it does, does jC[e] chained into jB[e] also have extra landing frames? thanks.
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I'm starting to pick up this character. I've been mostly getting by abusing her ridiculously good normals, but I need to add in traps/fireballs/gravs into my play. I like poking with 3c, but I'm pretty sure there's no meterless/ODless way to combo off of it without a grav on the field. When I do hit a 3c with a grav on the field though, what combo should I go into? I've really only learned combos where gravs weren't on the field.
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I want to know a bit more about the assists. When I chatted with some ppl in twitch chat watching early footage it sounded (and looked) like the best assists were the maid that walks until close and waves a bouquet a bunch, and the touma guy that counters all attacks and retaliates with an explosion. But i'm interested in the whirlwind assist - it looks very fast and big, easy to combo off of and I think might be useful even though the mixup potential isn't as big as the maid. But pushblock may make maid mixups less potent.