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Everything posted by MiraclePizza
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Burnt Toast Series: Monthly SoCal GG/BB/General Poverty Tournament
MiraclePizza replied to Spidey's topic in Archive
This was very nice. I will actually enter stuff next time around (next month?). -
Arcade Infinity - BB:CS Tournament/Ranbat Series (OMG LOOK AT ME: 5/27/10)
MiraclePizza replied to Xie's topic in Archive
Can't come. Have fun guys. EDIT: Scratch that, maybe I can make it after all. -
Arcade Infinity - BlazBlue: Continuum Shift 01/03/2010
MiraclePizza replied to Xie's topic in Archive
He Brett the Brett after the Brett into the Brett setup. -
Litchi can pretty much always extend her combos with Daisharin, but as for the actual minimum damage, it would be fairly difficult to determine unless you try to have Daisharin hit in a certain way where you have all five (six) hits combo into one another, which is something you probably wouldn't normally do. I'll look into it someday but for now I'd venture the guess that it's somewhere around the typical 500-700 minimum DD damage since corner Daisharin extension after one of her long combos can actually finish someone with about 500 visible hp left with the help of some normals.
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Arcade Infinity - BlazBlue: Continuum Shift 01/03/2010
MiraclePizza replied to Xie's topic in Archive
Top 8 consisted of: 2 Bangs 2 Ragnas 2 Litchis 1 Lambda 1 Tager -
I heard that the new cab might have some minimal lag too but I haven't confirmed that personally, although if there is lag it might not be noticeable at all.
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Hey Mike, I think I'm going to pay a visit if possible sometime during this week between Tuesday and Thursday if those days will be open for you. If it's okay with you, I'll need your address and contact info via PM. Just in case you don't already know, I'm the bad Litchi player that was at the AI tourney.
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Maybe I'll pay a visit one of these days.
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Damage increase from negative penalty in CS is actually 1.5x. Observed from: http://www.nicovideo.jp/watch/sm8880189 7:03 - the grounded Inferno Divider plus its followups (4 hits total) that hit Litchi while negative penalty was active did 1570. 7:25 - grounded Inferno Divide plus followups (again, the same 4 hits) without negative penalty did 1046. 1570 is pretty much exactly 1.5x 1046 rounded up. I don't know if this is already known, or if this portion of the guide that was copy & pasted from the CT guide simply hasn't been updated yet, but just thought I'd point this out in case nobody has already.
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GG's Jo. Good shit with Johnny as I expected. That throw tech glitch is pretty hilarious considering one of Fuujin's main weaknesses is actually throws . I wish I were better at this game so you'd get some REAL Anji practice, but it was plenty fun nontheless. Regarding the controls, the reason why it was terrible before was actually because... the GG cab's buttons were probably disintegrating after years of use BUT since they switched out the cabs, those buttons are SF4's problems now. The cab that they moved GG to has fully functional and responsive buttons and stick, or at the very least vastly superior to how it was prior to the cab swap.
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I will try to Fuujin my way to AI on Thursday then.
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What time of the day are you going? And @Sanoshi AFAIK the GG cab should still there (unless they removed it within the past week). It just confused some people when they moved it to the other aisle.
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Yes that is more or less the case. I'm surprised the machine is still there.
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This is how much the owner of AI cares about GGAC these days: Last time my friend and I went (maybe 2 weeks ago, after they moved the cab), the machine wouldn't accept tokens. Hopefully this has been fixed.
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Jump-installed P followup FRC is in theory the safest. P followup by itself works pretty well too off a blocked Fuujin but there's still a little bit of risk as it may get beaten out or trade with ugly counterhits if predicted. May j.HS and Testament j.D come to mind.
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Speaking of high level play, having only recently (yes I realize that I'm about 7 months too slow) watched the SBO '08 videos that were uploaded on youtube, I saw Limekey running HS Fuujin -> FB Rin in blockstrings sometimes! Not anything spectacular, but I was pretty surprised to see that go unpunished by 2K or the sort in reaction to the FB Rin.
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360A or 720 would win in that situation too if he decides to take that route of mindgames.
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My friend who plays Tager says that this is practically an unfair matchup with at least 6-4 in favor of Litchi. I'm on the edge and somewhat disagree with that but what do you guys think? From the stuff I've read so far it seems like nobody is making this out to be as bad as a 6-4 matchup but I might have missed something in the past few pages.
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Edit: Nevermind, nothing of interest here.
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Do be careful with this though if you're actually serious, since most of the time it'll result in "counter!" and Tager bouncing against the wall . It's also one of his easiest moves to react to with a DP especially since he even helps close the distance himself. Just my 2 cents.
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Taokaka's leap super (whatever motion that is) also punishes certain random jumping pokes, though you'll have to time it properly as to not get CH by that j.C. I believe this works because Litchi players will often poke while jumping up or airdashing, so much of the time they may not land soon enough on the ground to dodge this super with a crouch. Don't do this when she's not doing anything, obviously, as even I have punished Taokaka many times in that situation with a twitch reaction j.B. The upwards paw swipe (6A?) that chains into itself can be used for antiair as well, though it might trade with a j.B.
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This is a pretty difficult matchup. All Green in theory punishes so many blocked pokes what is this I don't even
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No offense to anyone, but that Litchi player didn't do his job properly. Maybe it was just the online input lag but he wasn't doing actual oki either. As a Litchi player, I'd say that Nu's 6D and 2C are her biggest problems when it comes to trying to weave through an onslaught of swords. Backdashing away works too but you might get tagged by Litchi's 6B or in theory even IAD j.b, though the former leads to negligible damage. It's also not out of the question for a Litchi player to try to send his staff at you in order to close up on you, in which case you can punish the D animation if you're at the right distance. Like it's already been mentioned, Litchi really has no failsafe way to approach Nu and even once she's in, her mixup with staff isn't spectacular by any means so you're still not in as much trouble as you think you may be. On the other hand, once you get hit into a full-length combo, then you've got plenty to worry about since Nu's general lack of a DP type of move ensures that Litchi's oki => mixup is as safe and efficient as possible. Just my 2 cents.
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Hmm well starting next week I'll be in the Irvine area MWF during the afternoon for summer school so if anyone down at Irvine wants to play that works too.