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Everything posted by Nakkiel
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It's a slight delay so that they float higher between HakuHatsu, makes it a lot easier to hit midscreen dash 2A link or just do hit the corner BnBs in general. One thing to be aware of when not in the corner though is that the delay can sometimes cause you to cross under the opponent after Chun and inadvertently sideswap. You still can't do grounded Daisangen 5B on Ragna though
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You're likely using it too late in the combo when you don't have a lot of time to work with. If not, then you're simply doing it too slow to combo, it's rather easy to do as long as you have the appropriate amount of combo time.
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It is a system mechanic and the entire reason you can jump cancel and OD for the full duration. You are canceling the jump startup (which occurs after hitstop, making it happen later than normal) with OverDrive. This isn't unique to BB, however in BB you don't really need to worry about it much as it has limited applications.
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Different frame data but the interaction with hitstop is the same. Ragna for example can DP through the catch + attack.
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More specifically, Chinroutou is 1-19f invincible and Yukikaze freezes you in hitstop, thus "extending" your invincibility frames. You can recreate that with plenty of DPs/supers.
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How are you guys just now finding out about 6B+C..? I don't really like 2B+C since I have the habit of holding downback during crouching moves and I get back throw. Also 6B+C is longer if you late-kara it anyways. Fun useless fact: 4B[m] kara (barrier or throw) goes really far lol.
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That's correct but returning a throw range is not feasible when it's a system-wide change. There was a point to the change, not that I know what that is or I would even agree with it but it surely wasn't unintentional.
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Everyone's throw range has been severely shortened though..
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what the fuck
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sup nerds see you in january
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Hey guys, I'm thinking of making a voiced guide of sorts for basic stuff since it seems there are new players interested in Litchi and not everyone reads forums (we also historically are not very organized with information) If there's some interest, what would you like to see covered?
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For anyone having trouble using wakeup OD properly, you can send Daisharin out as you are recovering from OD and still invincible.
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Round start, also works a little further back, full life OD: 5B > 5C > 6D(1) > ODC > Haku > Hatsu > Chun > 3D > dash 4B]m[ > 4B[m] > ItsuuA > 4kote > 3C > 2D > 3C > Kanchan 6D(1) > Tsubame 4518 Damage, 17 Heat gain I can't find a 6C ender that works consistently, also can't fit much more in it seems. Puts them dead in the corner, great if you want to snowball an early hit into oki.