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its just normal hit right o__O so u can combo off CH? and you cant do tsubame enders? i guess its not THAT bad. . . . im also confused about this slide down. does that mean the JD as in staff recall animation wont keep you suspended in the air for that half second?
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someone needs to test those damned 4D and 6D.
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some people have posted some rules to agree on on dissidiaforums.com although i cant find the thread at the moment... but as far as i can recall..as blade said its no summons accessories equips, but i dont think there are limitations as far as skills. i remember there being a big debate on riposte however, while as far as snoozenlose people just say "then attack" (ez modo for gabranth ) EX mode is ok, and Ex guard is ok, but no EX burst (pressing Square after landing an hp attack during exmodo), because its the "i win" button.
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no tsubame setup enders D:? no!!
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niiiice love how you picked a different color. hope it turns out well
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totally not risky alone! if you use it to counter other supers or airdashes or moves with long recovery. i think some of the first few things i was able to react with an allgreen against was : -random noel air supers -random jin icewave supers -icecar startup but memory is indeed the case on how to use it right.
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well, i need more carl experience. we should play ive only played purus and ryos so far.
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this sounds more like a carl vs litchi thread rather than a litchi vs carl thread, if you get what i mean.
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uh.. system : 360 GT : OmGeezle been playing a lot lately, gotta play enough everyday so my EXP doesnt get grinded to dust. can do itsuuC>j.chun combos, corner combos, CH combos, reset gimmicks. working on combo'ing off airthrows consistently(with and without staff) working on using karafastfall more T___T doesnt use greatwheel to shoot mindlessly foward. have general experience on every matchup, but as far as high skilled players i have problems with rachel, bang, and some noels. on nearly every day if not every other. usually in ranked matches if no DL rooms are going on. add me, i dont bite.
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most litchis will anticipate your neutral tech in the corner, and do 13orphans then, which means the pretty good idea of blocking it in the air cant be applied there. 13 orphans has two..stages? the punching part then the spinny part. the punching part does NOT hit OTG, so if you anticipate it, dont tech. then when u see her activate her 13 orphans you can just not tech at all, at least until the spinny part. but beware, keep an eye on litchi cuz she can just 2B ur arse into it. not good. against other litchis, (this can apply to ragna i guess and any other invincibility move wielder) i rolltech away from corner as LATE as possible, either before spinny or when i see litchi attempt to hit me OTG into 13, then do a reversal DP for more incinvibility. sometimes it works, sometimes it doesnt. i think you might even have to pay attention on which way stickman is facing (how he paces back and forth), and attempt to roll tech when hes closest to corner. but anyway, it definitely helps to know the punching stage cant hit you OTG, to at LEAST have to block less of it and litchis mixup.
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so, about non D resets.. i learned one from a video i saw, and that would be blahblahblah corner > 6C > 5C[m] (instead of tsubame) > itsuuA (resets, itsuuA airunblockable[?]) > haku > chun > 5B > blahblahblah.. i find this one to work plenty of times, and its great i recall seeing some others in midscreen position, or using 2C[m], etc. anyone know some good setups for stuff like this?
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i think at 6:00 during KM bleed should have went for highlow mixup, instead of attempting to cross with those jumps i never try to cross people up during KM. only exception is maybe if i am in corner, then i will cross with a j.B one to get them in the corner, then continue with highlow. i noticed bleed attempts to do empty jumps and dashes during KM to cross in a few other videos, but i dont think its really difficult to block accordingly, especially with the heavy blockstun, meaning it won fool the opponent. i dont think it ever has to my memory, although i only started watching bleeds matches recently. EDIT : awp, found one where he successfully crosses up during KM against kaqn. although its an IAD, unlike the slow normal jumps i usually see. so maybe this is more practical. (http://www.youtube.com/watch?v=F3pV4qdKJyc&NR=1 , at 1:50) i still think high and low is better D: or maybe i need someone to explain to me if jumping is pretty good or not. what do you guys do during KM?
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yes we did fight. i think we fought twice and the second time i pitted my tager against yours(?)
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i was gonna say "isnt up tech just neutral tech?" but i felt that by the off chance i was wrong i was gonna get it. i shall be brave next time!
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interesting! i've been wanting to find a good use to riichiC, except for using it randomly and hoping not to get raped out of it. ill have to try this,
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practice practice practice. i personally dont use it off IAD, as thats low enough and you can land safely after a j.B or j.C, so i usually get some vertical if i ever plan to do it.
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this should work. just try to start the 5B as late as possible during the shinshin animation, just to make sure the staff comes back in time. if they jump before they get hit, which results in them being juggled in the air in a weird pattern, you can try a shortened tsubame combo or a 2C>itsuuA combo. but usually i just go for j.BC>tsubame.
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perhaps he overestimates his opponents into doing smart things so he does weird things instead. now he plays scrubs, cant think like one. idk wtf im saying anymore.
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then perhaps you SHOULD go for the counter assault and hope they cross you up so you do the barrier on PURPOSE. if not you get a free stomp. win.
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you can combo into 13 orphans position : opponent - litchi - placed staff backthrow > 13orphans = combo! situational, but i've done it a few times. greatwheel = pressure / tech trap but really 13orphans is a great pressure tool, you can tsubame>6A>13orphans to force them to block and you can go into mixup game. i find when opponent is on the defensive, blockstring > wheel > blockstring(during and after wheel)>13orphans>block string : you will EVENTUALLY score a hit sometime in there, (assuming your mixup gets through), a guard crush might happen, or you at least drain a decent amount of their barrier gauge. also, allgreen has gotten bad rep from the all too popular super flash buffering video, but its a great way to punish moves that are active long, have long recovery, or other supers. or you can just tack it on at the end of a combo when your opponent is nearly dead. like REALLY REALLY near dead. extremely situational, but if your opponent is at that distance a rapid might not allow you to get close enough, fast enough. although, i would love for stickman to be able to cover more distance. that thing barely travels 2 character lengths.
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lolol thats great.
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im currently just working on maxing out the chars i didnt max on JP version, so i can get a small idea of how they all play. im currently choosing between terra(tina?), zidane, or kuja. do u have friends who play? i only have 2 if not 1 person i play with, so i don't feel like im getting the grasp of fights.
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but if her wishes of having litchi sized melons were granted, im sure SOME of you guys would be off in the noel forums
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i think 2C is a pretty good opener, i probably use it more than 5B. i think itsuu is decent depending on your opponents behavior i guess, if they go for an atk they can eat guard and CH. or if they just jump or backdash you can time your attack from there. although IAD will crap on this. only go for it if i think u got a good read on his start. ^o^ other things i would probably do often would be backdash, or IAD / jump w/karafastfall (for crossup or psychic air throw!) everything else i probably only used once or twice.