geist
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Everything posted by geist
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I'm sure there will be a way to take them down to the ground and mix them up anyway
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the first thing I thought about when it said j.D causes slide down was the staff taking the opponent with them causing a ground slide after....meaning we'll have a proper ender after [M]j.BC JC j.BC...depending on how this works...we might be able to j.D then continue combo...or at least they'll be on the ground with staff in their face
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riichi combos work against tager, the staff just has to be one kote away from the corner
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a) you can hit litchi in between the first hits and second hits of tsubame...and I believe hitting her makes the staff invalid (it'll whiff in most cases) b)no it is not unblockable...the staff coming down can be blocked low
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note that 2C also catches jumping forward or back, and itsuu A tends to hit after
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might be on the hatsu timing if you can do it one way you should be able to always do it depending on where you hit what, you may have to delay hatsu a lot, a little, or not at all...a lot of times it will look like it should hit, but the opponent will either be just out of range, or switch sides during the attack otherwise you might just have work on your timing
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System: 360 GT: Satosa Jin Location: Florida note: I share a system with my room-mate so if you send me a friend request state that you're from dust loop for some blaz blue action :-p Edit: I definitely need some more carl experience
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well, tsubame DOES create a sort of wall that ara will have to wait to pass...though he pretty much gets a free cloud out of it since she can't really do anything to knock him out of the air wtb a way to launch the staff whichever way you want
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Litchi's supers are some of the best in the game IMO...13 orphans is probably my least favorite out of the three and it's still VERY useful...you get a lot of pressure out of it in the corner, and you can use it anywhere on the screen as a sort of surprise attack depending on positioning (if it's right behind them, they'll usually rush to get away, if you run up too they might even get hit out of their combo anyway...or just j.B/C to hit them into it). Daisharin is harder to use, but obviously a really good super...the length that it's out allows for so much mix-up/barrier/libra damage it's ridiculous...the only problem that it's used with staff only...but that makes it so you don't have to end a block string after 5C[M] All green is according to LK the fastest move in the game (comes out in 1 or 2 frames, not sure if I'm reading it correctly)...which means any non-blocked poke inside all green's box can be RE-ACTIVELY supered...opponent did a non-invuln. super? AG...whiffed jin 5D? AG...nu going for typical DD 4DD block string? AG before 4D...think an opponent will burst your next hit? AG (though risky...they might be invuln the duration of AG...though I know I've caught some one out of the tail end of their burst)...I don't know HOW many times I've hit some one out of an air dash with AG...I LOVE this super ^_^
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he's talking about just doing a naked riichi... I've noticed there's a couple moments of where riichi just doesn't work....I definitely know that if you've recently gotten off the staff you can't riichi again for a bit...maybe that's happening. Also, if you're getting hatsu, maybe you should reverse the motion? (hatsu is qcf, riichi is hcb)
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when you get them used to blocking 5B 5C, I tend to go for repeated 5B 6Bfeint or 5B JC->whatever (IAD 2D is something I keep forgetting about but is really nice...if you CH the first hit in front of them, you can go for a combo (won't do that much damage outside corner since your staff is now set for parabola release, but you'll still get some damage...in corner you should be able to riichi combo somewhat or haku chun, hatsu haku chun 5B 6C or something)... you can also stop a block string at any time with either itsuu or 5D/2D (5D more-so since people tend to try and IAD or jump in on you when they get their chance...)...of course if they try to jump when you itsuu, snipe them out of the air with A...otherwise you're best waiting for itsuu to end and either D to launch or shin shin (itsuu has a brief moment of "staff return" property) in general, vary your blockstring..if they're getting used to you feinting 6B, do 5B 3C or 5B, 6C...both give your opponent a moment of breathing room like 6B feint, but if they try to do anything they're getting punished for it like another person said...daisharin usually gets you some free damage since if gives you SOOOOOO much time to mix them up course, most of my damage comes from naked hits outside the corner (and mix-up/reset inside) course, staffless inside the corner is a bit easier...IAD and kote are wonderfull
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it's definitely spacing, the staff seems to come back REALLY quickly if they're pretty much directly in the middle of the 6C[M]...it might also help the fact that the 6C counter hits and gets all 4 hits which seems to be rare (might be a result of the CH...and is there more stun on the 4th hit? she seemed to be in the air quite a while..even started her decent towards the floor). Another note that for some reason 6C a bit different in the corner...seems the staff will never come back quick enough question about riichi corner combos...you stated that it's not worth it on tager....is that because there's not a tager riichi combo or is it because there's a high damage corner tager combo that I'm just not seeing? if it's the first...the answer is really simple...421D after 3C on tager makes riichi combo work on him (A,C,C)...it's REALLY easy too since his hitbox is so gigantic..did 3700ish when started with 6A, 5C
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shin shin->jump C should always work...won't put them in the corner, but who cares for an extra 3k or so damage...that's the point of corner mix-up anyway is to get that extra damage in...so if they decide to take it and leave themselves CLOSE to the other corner...so be it
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wait, jump C, tsubame~whatever and you'll still plop them pretty close to the other corner you can also 6C also, if they quick get-up when you're doing 3C shinshin...you can IAD for a nifty cross-up
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I played as testament in GGXX, when blaz blue came out I was leaning towards either litchi or rachel because they just looked the most fun and the closest to what I like to play...then I heard shounen(my idol as a testament player) played her and the decision was made for me
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50% tension seems like the same amount of opportunities...the only time I'd waste 50% heat on an RC is if I KNOW they'll die from the combo...you can get SLIGHTLY less damage from heatless combos, not to mention if they're in the corner can't you just combo into KM? unless there's some very very rare occurance where you're far away from your staff and you've hit them in the corner...which while you're at it...just do richii combos >.> I'd rather save 50% heat if I can for RCing for defensive bursts, KM and daisharin, they're MUCH better uses..unless we find some sort of combo like ragna has that boosts litchi's damage to 5k it's still not all that usefull also, you really shouldn't KM outside of knockdowns, which makes superflash buffering useless
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I'm talking about on counter...itsuuB on counter auto combos unless you're in their face completely
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this also you can probably do guard crush stings after a tsubame 6C, 3C, shinshin probably just do 1 or 2 while shinshin's active, then start the 5B, 5C, daisharin etc at the very least you'll get chance for mix-up during shinshin, and then just go for the guard crush with daisharin(pay attention to the guard libra) if they've been barrier guarding, just go for the mix-up...IF they block all of that you've just raped them of most of their barrier gauge...if they try to burst you have several days to react to it...win win really
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most likely works, but probably only on counterhit...believe they can tech no matter what if you don't get counter
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and jin can combo from his throw
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be very carefull with comboing into 6C after itsuuB...if they're crouching, the first hit of 6C will whiff most characters (probably not tager lol) and you can get severly punished for it...if they're not ducking I usually go for 5B, 2C, 6C, 5C, JC, jBCD, airdash jC, staff2, 6C, tsubame, 6C otherwise if you're close to the corner you can probably do 5B, 2C, haku, chun, wait, hatsu, haku, chun 5B, JC, jBC, JC, D, falling C, 6C, tsubame, 6C
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could be wrong, but I'm thinking daisharin 2 would just whiff? I'll test when I get a chance too
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that's not "mid-screen", that's "near corner" like I said :-p on a side note [M]5B 5C(1hit) itsuuC 623D, hatsu, riichiA, ippatsuA, jump straight up with a late j.C, run 5C jc, j.BCD airdash C...then well...same thing happens as the 5B 2C itsuuA combo....I THINK you can do 5B 5C(2hit) itsuu C 623D jump9 hatsu, riichiA ippatsuA but I kept screwing up on carl after a clean haku in the corner you can hatsu, riichiA ippatsuA, jump back late j.C, land haku, hatsu, riichiA, ippatsuA jump back late j.C, land 3C for like 3500 damage