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Nakkiel

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Everything posted by Nakkiel

  1. This really depends on punch Kokushi's proration and how feasible it is to follow it up on a successful mixup. It's definitely not going to be as powerful as we're used to.
  2. If you read the main post, there is apparently two different inputs for Kokushi Musou that either does the punches or the spin, it doesn't do both anymore.
  3. Post shit like this in the changes thread again and I'm going to make sure you catch hell for it. Knock it off.
  4. She still has meterless oki setups, don't sleep on them so much. Apart from her unique tools, Litchi has always had really strong, classic airdasher mixup.
  5. With Kokushi being nerfed anyways, the meter gain reduction may not be as important to her as it would be in past iterations.
  6. Judging from appearances, the OD summons the staff (looks like 5D summon constantly spinning behind her) and on user-input (directional + D) the staff will strike in that direction. I don't know if there is a limit to how many times or how quickly you may input more attacks but she can use normals and move around freely while this is happening.
  7. kokushi is a fantastic super, daisharin was just so retardedly beyond good that it spoils it even if shishin setup isn't absolute, it looks like a meterless setup is possible which honestly is just as good as shishin if not better
  8. jesus christ man anyone trying to talk to you is like them smashing their head against a brick wall
  9. If you play on pad there's nothing wrong with binding a macro for rapid cancels, I did that back when I was still a pad player too, it's fully accepted in the FGC. I'm not sure if it's in BB but in GG the macro caused a 2-frame delay that wasn't present when manually roman canceling but obviously due to the games lack of FRCs it shouldn't result in a problem.
  10. Shounen got his shit stomepd by Puro, lol
  11. There are setups specifically for Taokaka that prevent her from using the super to beat Kokushi. Use 6C(1) 4kote 6C(2) Kokushi.
  12. You should pretty much never set the staff down mid-block string, you're asking to get buster'd. There is no airtight Staff -> Staffless string. Utilize your jump cancels against Tager and be very careful about using staffless normals-> 5/2[D] -> staffless normals as there isn't an airtight one of those anymore either. This pretty much goes Litchi's matchup against any character, using D during pressure is never 100% safe.
  13. That's definitely one of the things that is hard to master, I'm still not perfect at it and will drop staffless -> staff confirms.
  14. Ground strings in to staff return -> 2C[m] are all about familiarity with the character, it's not something that can really be taught since it calls for different delays/strings so often. I'm glad to hear you're seeing yourself improve, that's always an awesome feeling.
  15. The way reaVer said to do it is pretty much correct. 2D 236P D (you can press D early, it will buffer the action charge) FRC 66 5S -> air combo. SV RC can be used if you're really desperate but I never found myself using it, most people prefer using Dead Angle to get out of pressure, HOS has a pretty good one.
  16. Unless it's going to kill, take your knockdown and begin fuzzy-guard mixup and pressure.
  17. 6D's special cancel (and special canceling in to Itsuu as a whole) was removed after CS1. It was changed to a wallbound instead.
  18. mashy abare character for 2 games in a row
  19. bad players don't have anything else to do with their time
  20. Play stronger players. Be more critical of yourself. If your opponent touches you, you fucked up.
  21. I'm pretty sure nothing will cause wallbounce, it also affects Narukami's throw, really annoying.
  22. Midscreen OMB combo you should be using 5C 214D OMB 5D 2A+B to avoid repeat proration and squeeze out more damage. 2B, 5B, 214A/B (ground only), 5D and 5DD have repeat proration, not sure about anything else.
  23. As of 12/1/2012: Litchi New Move: Kanchan 421C[e] Puffball-style (ala Jam of GG) move. Available with and without staff. Can wallbounce. New Move: Chankan 41236A > D IppatsuD, replaces current Astral Finish input. Litchi drops from the staff as if she used j.2D[m]. Frame data unknown. New Move: Chinroutou 632146A New Ranbu super, can be used either with or without staff. You do not receive or lose the staff after using this super. Other Changes + Speculated Changes [*]Overdrive: Daisharin - Litchi keeps Mantenbou summoned at her location, on user-input, Mantenbou will form into it's Daisharin shape and strike out once in the user-determined direction. Input restrictions still unknown but can be summoned whilst performing other actions. [*]632146D - Kokushi Musou: The hits seem to have been taken away from the start of the super and added on to the Mantenbou spin at the end. Mantenbou spins up much higher and longer than before, it is likely that opponents will be able to crouch under it. There are two different versions of the super, one going upwards as described previously and the old version used for oki. Very difficult to combo after due to opponent falling speed. [*]6D no longer causes wall bounce but rather wallsplats. Due to this, it is not possible to followup with Hatsu. Instead, Haku - Hatsu must be used. [*]Rekka follow up Chun no longer causes the spinning launch state as it did in BBCS:EX, can still be followed up, common use is 236A 236B 236C rekka chain. [*]New normal4B[m], appears to be a strictly vertical anti-air and head-invulnerable. Can be used mid-combo. [*]The staff set positions of 6D and 4D have been switched with eachother. 6D is now 2D set and 4D is now 5D set. [*]6B[m] and 6C[m] change somehow after using Daisharin. [*]6B[m] no longer wallbounces on ground CH. Property remains intact for air CH. If there are any changes missing from this post please post them or PM them to me with reference if possible!
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