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Zenmetsu

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Everything posted by Zenmetsu

  1. I might be at AI way later today.
  2. All those things you mentioned are just additional buffs to the character and not changes that completely overhaul the character. But if you ignored all those buffs and just wanted to play #R style in AC, then Ino would probably best fit that purpose compared to the rest of the cast. It's not like she had old moves removed and/or completely overhauled like the majority of the characters, who for the most part have brand new combos that completely replaced their old B&Bs. I guess you could also play the current Chipp #R style too, since his old B&Bs and mix-ups are still there. If you disregard the fact that Ky's old CSE had to be done with HS instead of D then his playstyle didn't change much either. Just play Pot.
  3. Eh, it's questionable but I'd say either Ino or Potemkin. Ino just got new moves and buffs but her old stuff from #R is more or less intact. You can also play Pot #R-style in AC if you felt like it.
  4. Tsubame is not RCable in CS. Like already mentioned, meter is best spent on supers, extending combos to kill, and CAs.
  5. MIKE Z I'M LOOOOOOOOOOOOOOOOOST!!!
  6. What is this thread? D: Doesn't every character, barring Hakumen without meter and Tager? Also, this statement is misleading because she can't combo off random non-CH 2A/5A hits unless you count mashy-A's as a legitimate B&B. She also can't do anything off of 6B[m] non-CH no matter how close she is. She's not Jin. Because 2k damage is amazing. What does this even mean...
  7. Just a note about this. Blocking with Ittsu only works if Tager is below 100% barrier gauge, and Tagers that go for Burst>720 are going to refrain from using barrier so they have gold burst. In application, Ittsu isn't practical against Burst>720. The startup of Ittsu GP is too slow so in the best case scenario you get Bursted while trying to get into Ittsu stance and lose momentum. Worst case scenario you read Tager wrong and now you're committed into Ittsu stance point blank. If for some reason it worked then that just means the Tager really screwed up his timing on the burst and delayed it to the point where Burst>720 wouldn't have even worked in the first place. I think the best thing to do is mix-up between 5C(1)>Tsubame and 6C>Tsubame, but the former can only be done legitimately if your combo count is below 13 hits or else it will black beat after the 5C. Most Tagers (and non-Litchi players in general) aren't aware of this limit, though.
  8. You should delete old info and just change the topic into a CS info thread since loketest info doesn't matter anymore.
  9. Double tap, so 41236D>D
  10. Yeah Ken, you're right. It looks like you can combo 6B[m] into Ittsu via JCC (TK). http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1256567222/322 Looks like Litchi can finally jc her 5A's, 2A's, and j.A's on hit now too. All her kara throws have been left untouched as well. Her Ippatsu loop combos (off counterhit j.C) do about 3.8k damage and lead into knockdown. Looks like Litchi uses her new IppatsuB to finish. JC(CH)>(5B)>2C>IttsuA>6Kote>Haku>Delay Hatsu>RiichiA>IppatsuA×2>IppatsuB>JB>JC. Yeah, I think Litchi got a little too buff... I thought this was supposed to be a Slash rebalance...
  11. There are already a handful of videos out on YT with Litchi in some of them. Just search for continuum shift and organize by newest added. There's a lot of new info regarding Litchi changes posted on the BBS but a lot of the vids already explain what those changes are so it seems like there's little reason for me to translate. http://www.youtube.com/watch?v=LZeWINsR7M8 http://www.youtube.com/watch?v=iOzG1fZOSOs
  12. I saw it before Ryoko translated it but I didn't bother posting it because it's old news from before. It's actually two combos. The first one basically states that you can do the old 6C>Tsubame>6C>3C knockdown in the corner. The second one states that you can do your B&B combos up until you do 6C>Tsubame and the combo ends. There are currently no ways to get knockdown if you use Tsubame midscreen after a long combo, and even dash>j.C doesn't seem to work. Again, it's old news so I didn't bother posting.
  13. Just some suggestions, you should post the pot payout in your main thread. I'm guessing 70/20/10 but it's up to you. Also you should mention something about parking because not every neighborhood allows free parking without permits. Moreover, prepare power strips and like render said test all your screens for lag.
  14. Yeah, no Daisharin combo is kind of a sad nerf. Staffed Litchi will have no way to get real damage off random air combos even with meter. BC>BC>rapid>C? Lulz. - Can get knockdown in corner with ...6C>Tsubame>6C. - Shishin is now a 6 hit move as opposed to 4. - Staffless Litchi can now combo 5B>2A. - 6C[m]>IttsuA confirmed. - Her IttsuB B&B doesn't work on certain characters if they are crouching (connecting 6C on crouchers seems to be the problem.) They're researching other routes to compensate. Also, her Ittsu Cancel is sounding really buff. Similar to one aspect of Johnny's MC, you can combo into and out of IttsuD when the first move was counter hit. So like... 5B(CH)>IC>5B just like how Johnny could do 5HS(CH)>MC>5HS and the likes. I wonder what kind of frame advantage she gets from ICing.
  15. JP Litchi BBS is really active right now. - Staff set after Tsubame and IttsuA is 5D style (similar to Ittsu B). - Ippatsu Combos are way easier to do. Breaks 3k damage and leads to knockdown. - IttsuC combo has made a comeback. - 6D (2nd hit) cannot be canceled. Dangerous to throw out randomly. - EDIT: 6Kote switches style to 5D set. 4Kote switches style to 2D set. - EDIT: Daisharin cannot be comboed into. Activation start up is too long. May have lost start-up invincibility frames as well. - 3C[m] can be canceled even on block.
  16. It seems like there's fewer and fewer reasons to drop staff with Litchi now. Her staff B&B that was discovered in the loketest has been reported to still do around 3000 damage. And the fact that she has potential for mist cancel (ittsu cancel?) frame traps while staffed really opens up her pressure game. If the change is true then it'd be really exciting. Hope it's true. I'm curious to see how quickly she can cancel it and what the recovery is like.
  17. Dunno if these are confirmed but you guys can get hyped or get despaired about the following changes if these are true... - Ittsu stance can be canceled with D. - Staff set after IttsuB is now 5D style as opposed to 2D. - Ittsu stance can be canceled with D. - When you cancel IttsuB into Kote while the staff is in the process of getting set then it changes to 2D style. This might be a new property of Kote (switch back between the styles) but it is still unconfirmed. - Ittsu stance can be canceled with D.
  18. How's the pot going to be split? Also, is the total pot amount going to be proportional to the number of entrants despite the fact that some of the entrants are going to be paying less to enter? For example, if 10 people enter BB then the total pot should be $50, but if half of those 10 people are also entering GG and only paying $4 per game then the total pot for BB is going to be $45, unless you compensate somewhere.
  19. I was gonna go to this but the venue fee was really turning me off. D: It seems like every non-Evo major fighting game tournament on the West Coast has had problems running BlazBlue (let alone their whole tournament) stemming from lack of equipment, time management, and disorganization.
  20. lulz Ippatsu loop is a combowombo that has potential to break 5k in the corner and works on everyone but Carl. And it doesn't rely on meter. If you start the combo with the second hit of 6C staffless then it will easily break 5k 8D Good luck with that though.
  21. I lulzed. "...it is pretty fair ;\" There. All things considered Litchi's uppercut is fair, and you even said it yourself. My point is that her DP is not enough of a reason to boost her up to A-tier or the top of whatever tier she's in like a lot of people have been previously suggesting. I'm dispelling misguided thoughts. Also, I only bring it up in oki because it's easier to explain cause-and-effect when you isolate specific scenarios. I'm pretty sure you would agree with this statement. In any event, I don't think the idea changes when you expand it to other scenarios like footsies/tachimawari. If you know she's going to use her frame-1 invincible move then simply bait and punish. Dealing with her uppercut is not rocket science, and it is definitely not a safe, high reward move that leads into GGPO triple unblockable setups like another character in another game. The reason why Litchi is so low on the tier list is because the bulk of her match-ups are 5-5, with a couple slightly in her favor, and a few more slightly not in her favor. When you tally everything up she winds up where she is on the tier list -- very low. It doesn't necessarily mean she's a bad character. It just means she too 'fair' in a game that has way too many broken mechanics. If any of you want to make bold statements such as, "Litchi needs to be in A tier" then you first need to re-evaluate and explain why the majority of her match-ups are equal to or absurdly more than 5-5 like the rest of top tier so that her total tally comes out positive. But I know none of you can do that.
  22. Your example is getting into specific, match-up related scenarios. I'm assuming you are talking about the Noel vs Ragna/Jin/Litchi match-up. There are more liberties Noel can take with her okizeme approach when dealing with Ragna and Jin's uppercuts as opposed to Litchi's. The design of Litchi's uppercut forces Noel to put more commitment into her approach if you want to be in a position to punish. That just means IADing back isn't a valid option against Litchi's uppercut if you are Noel, and if you choose to use this tactic then you aren't putting commitment into dealing with Litchi's uppercut. Use another strategy that has more commitment. XDest seemed to suggest that just because a character has a hard-to-punish uppercut on block (you can assume and infer this because he mentioned "at tip range", which may refer to blocking) should give reason to be placed higher on the tier list. There are holes to this statement. When you evaluate Litchi's DP as a move on wake-up the fact remains that it is a high-risk, medium reward move. Litchi can only use her DP when she has her staff, so she doesn't always have it. When her DP gets blocked she loses her staff. When she connects with it she gets mediocre damage plus a knockdown. Overall, it's a reliable, useful uppercut but far from godly or broken when you take the risk vs reward into account, and it is definitely NOT enough reason to bump her up on the tier list. If having an uppercut was such a crucial factor in determining the tiering in BlazBlue then how come the top three don't have one, yet they are undeniably the three best characters in the game? And before anybody says anything about Rachel's 2C, it is not an uppercut in the traditional sense so don't bring it up.
  23. These are just outside variables that gauge the ability of the PLAYER and not the potential that the characters IN THE GAME have. Consider this case: Nu vs Carl in a high-level tournament. The Nu player has a cold that's giving him an excruciating headache while the Carl player is in top condition, and as a result the Nu player lost due to lack of concentration. You are saying now that because the Nu lost to Carl since the Nu player had a cold says something about the match-up between Nu and Carl and the tiering of these respective characters as a whole? So in the same way, the tense player who mis-executes a combo due to playing a "hard-to-play" character while under pressure should be some sort of indication that the character he is playing is bad?
  24. But see, now we're talking about the DP as a move in general. That's not what I was refuting. I only talked about how you can't bring matters involving execution into an argument about tiers. To emphasize, you can't bring difficulty of execution into a topic about tiers because if something is useful (such as optimal punishment for a blocked/whiffed DP) then people will learn how to do it and it will get used in high-level matches.
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