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Everything posted by Shining Aquas
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I'm sorry but these terms came up kinda suddenly so I don't know. What are machi and okkake? Are they followups to Riichi, cause I thought there was only one followup.
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I'm probably gonna play Zidane when I get a copy. Not that I've seen any footage from the game yet, I'm still kinda clueless on the gameplay. But, FFIX was my favorite so....
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I have to ask due to those being almost too awesome to be possible: Are they practical in any way, or are the basic set combos just generally better?
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Yes. Seriously, either one in the corner is pretty dam nice.
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As far as I could discern, there will never be a more perfect character for me in any fighting game than Anji Mito. I love everything about botht the character and his gimmicks and playstyle. When I observed Blazblue, I was looking for characters that had similar traits or playstyles to Anji. The only two that I thought were close were Litchi and Bang, and I just generally liked Litchi a bit more than Bang at the end of the day. I'm glad I made that decision, cause Bang by no means is like Anji. I like GP counters, not GP teleports. And where's mah Fuujin?! Also I've come to recently notice that I am a huge fan of fluid fighting styles, generally full of elegance. I think most of my characters in all fighting games are fairly flexible with their playstyles and whatnot. Anji Mito (GG) / Litchi (BB) / Fiona Mayfield: Lightning or Wind (AH) / Len (MB) / Rose (SFIV) / Makoto (3S) / Siegfried (SC) / Hwoarang and Baek, with occasional Roger (TK) / Komachi (SWR) So, currently, I'm at Main: Litchi / Sub: Bang
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HALP! This character is EATING ME ALIVE! Drive isn't too hard to interrupt with well timed Tsubames, but Noel's general high-low game is destroying me. She also seems really good at weaving herself around my defenses. Any advice?
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First, a fun tidbit. Did you know that if you do a full haku/hatsu/chun combo and RC the chun, you can immediately grab them off the floor bounce? It's even better if you did that off of staff 6A cause you can Tsubame > 6C afterwards. Not very practical, but hilarious. Second, a complaint. Does anyone else here think inputting All Green is overly difficult? It's a great DD, but I keep super jumping before I can get the move off. It's just frustrating.
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My mistake, I misread. I thought the initial post said "What to do to make pressure". Let's try this again. With staff: IB --> Tsubame. Heck, don't even need the IB sometimes. You could also be risky and go for that Itsuu --> Autoguard a hit --> C followup --> combo Without staff: Haku or hatsu if you want to be bold / Barrier blocking / Barrier burst / Cry
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Bait Tsubame, block, react with Tsubame. Laugh.
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Fixed I do agree that Litchi is definitely better than most characters at reaching and putting out the candles before the wildfire starts, but miss so much as one and you get burned alive. Arakune w/ curse is just waaaaaaaaay too strong on pressure and lockdown, and when combined with Arakune's ridiculous mobility and air/ground control the match is practically impossible. Hopefully, you manage to block the whole thing without getting recursed, or better yet you land that hopeful Tsubame or regular staff launch (if you are ridiculous, you land the errant 6B), but Arakune players are (usually) not stupid and will always be aware of interrupting attacks.
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Try to bait Carl players into recklessly throwing punches with Nirvana. When you see 6D punch coming, interupt it with 5B if you can reach, or 6B if not. If you see 41236D drill punch, jump over it and anticipate Carl's jump-ins/anti-airs (which without Nirvana are extremely limited in quantity) Basically, if you want to keep this fight in your favor you need to keep Carl distracted with trying to land Nirvana hits. Fly around the board if you have to, staying still is the best way to die. Also, when the puppet is decommissioned, take advantage of the fight and move on the offensive while paying attention to the puppet's lifespan.
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I thought we were talking about AC, not #R
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- crazy larry
- dirty mary
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Yeah, I don't think GG ever gets any worse than 7:3. And there's only a couple of small instances of that (Look up Anji vs Axl, May vs I-no, etc)
- 1,795 replies
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- crazy larry
- dirty mary
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Both ideas seem fine, just be cautious at all times. Start getting predictable with your jump ins and you'll start eating things worse than ItsuuA and Tsubame. Like intercepted Air throws, which under many circumstances can be comboed into Tsubame into 6C loops into -9000 and Diabeetus. Course, you might be slick enough to break out of the throw, but it puts more distance between you and Litchi, which happens to be the exact opposite of what you're trying to do.
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1) I think I fairly decent combo to start with that isn't especially difficult is 5A (or 2A, which is slightly safer), 5B, 5C, 41236D~C, 66, Jump->B, j.c.B, (air)C, D (for staff release). It's probably one of her easiest basic combos to pull off, and has the advantage of being usable on all characters. Albeit, it's not an amazing combo like most of her corner shenanigans tend to be, but I think it's a good starting point. 2) Since the direction of the throw is decided right after you grab them (and I literally mean RIGHT AFTER) you should be able to throw in either direction off of kara.
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I was generally under the impression that going for the 4 throw was generally better. Is this a good or bad assumption?
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Is it even remotely possible to outmaneuver a good Tao player with clever and fast amounts of airdashing (both forward and back), while throwing j.C's and occasional j.B's? Or are you better just being absurdly patient?
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I only say that because I just happen to know how to deal with Hakumen. Now, that's not to say I wouldn't get totally floored by one cause I met Meowmix at SVGL (and again at Fanime now that I think about it) and against his Haku I think I only ever won once out of maybe a good 20 matches. When you spend 20 matches getting punched in the face HARD, you learn how to get punched in the face LESS. It really helps, ya know?
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Blazblue happened. Remember to talk to your kids about Blazblue, otherwise it may happen to them too.
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Do all of those require the 421D?
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Well, I think, think being the keyword, that you can punish any of Tager's hits by IB --> Tsubame. Without IB, wait for the random sledge and perhaps 5B interrupt it into decent combo. That, or you could use a well-timed Tsubame (little risky in the middle of Sledge) or perhaps Itsuu --> wait until hit lands --> C followup to combo Avoiding magnetism is always better than dealing with magnetism....unless you decide to block the magnetism on purpose to get charged and use your altered momentum to throw out some of the most ridiculous Tsubames the world has ever seen. Too bad that's suicidal in general (though awesome when pulled off). Generally avoiding Tager during Magnetism is a good idea, but it proves difficult when many of his moves do exactly what you are trying not to do, and that is put you closer to him. Fun tip: Itsuu stance prevents magnetism when it blocks a spark bolt. Generally speaking, everything Litchi does is safer with the staff than without. If you don't have the staff (IOW it is set), recall is usually on the top of your list of priorities. As long as you have the staff, Tsubame is available, and the knowledge of that alone makes you feel safer.
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Now, I haven't had any particular problems with this match (other than losing 50-60% of your health cause of a bad screwup), but I'm curious to know what everyone else thinks of this matchup. Also, wherever the admin of this board is, I think we are getting to the point where it might not be a bad idea to have a separate folder for matchups.
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I play Kumlekar all the time, and a couple of random Haku's online. I think I understand why most Haku players hate Litchi preeeeeeeetty bad. Things to watch out for based on what I've seen: Litchi's Itsuu followups (aka the coiled staff to shoot) are incredibly effective against counter attempts (since most Litchi players can easily mix up between mid and low on you). In other words, stop trying to counter this unless you are absolutely sure you know what they are throwing. Generally, it's better to block and then rush in (236A and 623A aren't horrible ideas off of IB, if you happen to be close enough) Tsubame is friggin amazing. Any Litchi player that has the staff has a guaranteed amazing DP. When Litchi doesn't have the staff though, she loses her DP and pretty much her only viable reversal. It may sound impossible, but if you ever get a knockdown in this match, rush that shit down. Litchi is almost defenseless. Keep on the lookout for random three dragons (236A) as that is surprisingly quick, low and easily chains into 236B, 236C, 63214A/B/C, reset staff shenanigans and usually leads to suiciding Haku It may sound kind of stupid, but you are much better off approaching from the air than from the ground in this fight. Litchi has a very nice ground game, and although she appears to have a strong air game it only seems that way at first. Her two best anti-air options are ItsuuA and Tsubame, and ItsuuA is limited in that it has a 35-40 degree shooting angle. It's not impossible to jump over that with a double jump, and when you expect the Tsubame you can punish upon landing (with caution of course) Like most Haku matchups, patience is a key component here, but being overly patient will probably also kill you. Litchi's reversal options are much more limited than a plethora of other characters in this game (outside of Tsubame), so don't be too afraid to frazzle her a bit. That's all I can offer for now, I hope to see some good Haku competition out there Matchup opinion: 6.0 / 4.0 in Litchi's favor (possibly 5.5 / 4.5)