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Everything posted by Chun
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Chinese. Chinese girl with glasses. Hot glasses-wearing-doctor. Who fights with MAHJONG names and a flying legendary stick. Game set. Match. See: Fancy-looking combos.
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It's a risky game using 5A for CH impulse on 5B; even if the recovery is good it can be stuffed with a DP or other sort upon the first hit because of the slight movement range. Even if ShinShin can be DPed out of it is an easy way to bait the DP by run-in and block. Also, 5C[M] stuffs out IADs forward and generally used in pressure the spacing is more than enough to insert a counter hit on approach; even with IB you can insert a 2A to stagger most cases. When used sparingly it's a great asset to the anti-approach rushdown of Ragna. ~Chun
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Avoid doing the stance too much; Litchi is on an even ground until she is marked, in which it's hell to get that initiative back. Stance D will not defend you again the low stab curse Arakune has, so at a distance guard low and guard often. Otherwise send that staff flying as much as possible when needed.
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Defend a lot during wake-up games and try to bait the uppercut. If your opponent knows what he's doing he'll be going in for quite a lot of the low pokes when he wakes up or if he sees you rush in close he'll expect a Tsubame. Generally his tactics such as the rush-in punch and 5B are stuffed by your pokes at a distance, 6B and the occasional 5C. Don't rely on your DP too much due to his ability to rapid and reverse better than you on wake-up. Otherwise play defensively; your air options are quite limited due to that full invincibility upper of his on ground for a free combo, so jump-ins are not recommended (When falling don't forget to faultless). Play a solid ground game with Manten covers after blocked 3Cs (Since that gives you free staff status) and take the couple of hits if required to 6C him into OTG after the ShinShin hit. Ultimately you have a higher amount of vitality. Otherwise his pickup game with the 50-50 while you're on the ground is a complete guess. Keep your distance, and wait for the moment he rushes in or does that overhead arc of his. Mind the 5B kick he has as well, as it has more distance than yours and will punish your own 5B. ~Chun
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Indeed, Jin ice and other usually extremely punishable material you can't get away with offline, usually effects a ton of our options. Definitely don't take it too hard, and play a lot more defensively with that kind of crap around.
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Yep, you described the next tactic I was about to type up. Generally it's a great turn-around move.
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I've been practicing the staff-standing combo recently as it is a 4k string that is meterless; I'm having some trouble with the get off staff-jump B, jump C timing window, I can get to the first hit on staff but can't drop then jump cancel in time. Someone want to tell me how it's being executed? Video at http://www.youtube.com/watch?v=9BvLaLmpSOY#watch-main-area 7:35. ~Chun
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D. Chun's Risk/Reward Tactics/Gimmicks Overview Though we have standard methods of entry and follow up damage methods, it is truly what combos/strategies people formulate that make the player special. This section is devoted to things I like to integrate in my play; as a "trademark". Chun's Book of Tactics 1: The Mantenbou Has My Back (And Yours) Class: Match Plausible Requisites Position: Far Away From Opponent Life Bars: Any Amount (Ideal in You <30% Opponent 40-50% situations), You Must be able to take 100-900 damage. Misc.: Staff is Mid-Far Screen from You, 50% Gauge The Plan: Before opponent executes anything due to the distance startup Kokushi Musou so that during an opponent's command rush in (Jin Ice-Car), IAD (Aggressive), or Setup (Rachel's Pole Launcher), they will be hit/left in guard; the surprise effect will cost them a good chunk of HP or keep them flexible to be hurt by your approach/crossing up. The Risk: Opponent uses an instant projectile super, you will eat it; it is possible you will eat a couple of beginning hits. The Reward: Kokushi Musou connects or creates 50/50 block string situation. I love Kokushi Musou; to the point where people say I almost abuse it; but every time this super activates I find initiative and make a comeback. The last few hits and spins of the Mantenbou are more than enough to compensate for the first couple of hits I take in most situations. This tactic has freed me from Bang's Combination throw super (AFTER it HIT!), and tricked many eager Ragna IADs; in some cases this activation will also force V-13 into defense, or punish a sword summon. Also when this super blockstrings Midscreen, you are open to crazy mixes of crossup overheads, low pokes, or an unexpected throw. The staff can also be placed as you are backdashing; sending the staff forward (j. 6D towards opponent) in front of you then activating as soon as you land creates an unexpected offense. This tactic has won me many a tourney round; it also punishes backdashing opponents! Chun's Book of Tactics 2: This isn't going to be an exhaustive draw! Class: Gimmick Requisites Position: Close to Opponent Life Bars: You have a good amount of initative over your opponent, or you are slightly under. Misc.: Staff Just a Little Off-screen, 50% Meter, Burst Intact The Plan: Bursting opponent into the corner in which the Mantenbou is currently in, as a burst is non-air techable. The Risk: If mis-timed or predicted you will eat the exponential damage and lose your only escape option; only use in definite turn-arounds. The Reward: Kokushi Musou offers a 50/50 guardmeter-killing position to take the opponent back to the corner. I love Kokushi Musou. The general premise behind this tactic is simple; force them into Kokushi Musou so that you can do a high-low barrage with the system's barrier burst. This tactic has won me tournament matches as I had simply 20-10% Life, and the opponent 40-50%, in which I made KM connect, then proceeded with a high-low game that took the rounds back for me over and over again. This tactic is especially effective if you do 63214 B to move the stick towards them and behind. There is no way for your opponent to escape getting hit by the barrage unless they rapid into faultless or fly the wrong direction (In which case you're in some trouble). Kokushi COULD be replaced with ShinShin if you don't have meter at the time, but it leaves you a smaller timing window to follow up, and doesn't provide as much opportunity to penetrate your opponent's defenses; not to mention if they don't tech you won't have them in the corner at all, and you're staffless. This tactic alone is what I've used since day one of Litchi play, and is currently why I like "Off-Screen Tactics".
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C. Where She Stands in BlazBlue (Reserved for Future)
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B. Bad Habit Central Overview In the myriad of things, players often have habits in the ways they play; that is their style, and it can be respected, as those habits can also be unexpected to opponents. This section is devoted to some aspects of wake up combinations, entries, and falsely good-looking moves; it is a checklist of sorts in general play. Bad Habit 1: 6Cing Every Free Moment the Opponent is Blocking Although 6C combined with 2C has miraculous effects on the large-boxed Tager and Rachel, the fundamental problem is this: 6C without Manten Cover is extremely punishable. Often players (Including Myself) do not realize how often we use this move. The quick first hit, which automatically goes into a second overhead hit; it fools the greatest of players... but only once. This move single-handedly can lower your win rate by a large measure; take time to guage how often you do use this move. When it is least expected, you may realize your usage of it may be slightly over. ~More Upcoming~
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A. General Entrance Strategies/Methods to Reset Madness Overview In any fighting game, the fundamental objective is simple; attack and defeat your opponent till the life bar reaches zero. However, one of the common things people tend to focus on is combos. They see the strings of multiple inputs that do fantastic amounts of damage; they then head to practice mode to a non-blocking dummy, until they can hit that combo consecutively, and use it on their AI opponents to defeat them. This is the wrong way to first approach Litchi. One of the key aspects about Litchi is that though her combination strings are flashy and wonderfully damaging if done right, her entrance mixup options are very limited. Unlike most characters in BlazBlue who have a quick or normal overhead, Litchi lacks the immediate speed and safeness to use hers; often you will have to use a Manten Cover to even execute one safely, or expect to use a jump-in/IAD B. In other words, anyone can learn her strings and execute them; the problem is starting the first hit in the face of an EXTREMELY readable high/low game. You will hear me refer to "Manten Cover" often; it implies the staff is hitting or circulating your opponent in such a way which they cannot reversal or super due to the blockstun constant. Some Examples: 41236 D (ShinShin) ]M[ (Returning Staff Hits) 632146 D (50 Gauge Required, Kokushi Musou) Let's discuss a few entrance moves, particularly overhead entries. Overhead Focus: 6A[M]/]M[ 6A is commonly known as Litchi's overhead move ability. The result yields: [M] Version: - "Free Manten" status - Knockdown ]M[ Version: -Normal Hit, Linker Utilizing this raw, or even at the end of a blockstring; there is risk. To an inexperienced opponent this move might seem safe; however the effects are followed: Opponent Perfect Block = Punished with Enemy Ground Combo General Block = Possible 2A Usage, but Lost Initiative Opponent Expects, IAD OVER Move= Punished with Close Enemy Ground Combo When is this move safe? During Manten Covers. Particularly in the corner game; this move is one part to the 2 50/50s you can use there. If you have a run-in ShinShin (Assuming 6A]M[), you can also have confidence in approaching a mid-close opponent. In the end, it is advised you DO NOT USE THIS without proper cover. Despite finishing with 5C[M] or 5B[M] as a stagger, unless you are willing to take the chance. Example Linkers: [M] Version 2C/5C => Air Juggle Followup 236A => Utilize 236 C 236 B to push Opponent to Corner/Etc. ]M[ Version (Rec. w/Manten Cover) 5B/5C => Continue Staffless Ground String Tactics Dash-In Throw => Staff comes back in time to do throw to staff methods (DP, Stance A). 6A is again, best paired with cover, as it is one of her few overhead options. This is especially true since in the corner on successful hit after ShinShin, ground strings will allow you to continue into DP, and create corner loops. ~Upcoming~ Overhead Focus: 6C Overhead Focus: 236C Overhead Focus: j.B
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This thread is the result of my experience since game release of what different methods of play Litchi has, what habits to avoid that are easily acquired. I hope it will serve purpose as to how people view their style with Litchi, and generally compare to see what they may or may not be doing wrong. This is not a combo thread, but a theory on general approaches to how to initiate combos and survival options. Contents: A. General Entrance Strategies/Methods to Reset Madness A brief review of entrances for the limited Litchi moveset and the use of a held Mantenbou return, including how to approach opponents. B. Bad Habit Central Things often observed by people starting out with Litchi, and other key things to watch out for in mid match due to its predictability and low reward. C. Where She Stands in BlazBlue An overview of characters (Not a matchup discussion, but a general outlook) and what aspects of her moveset to avoid utilizing + Anti-Options. D. Chun's Risk/Reward Tactics/Gimmicks Some tactics I've found handy that may or may not be useful to you in real play. This will be a working thread, constantly edited for clarity, please look forward to it. Also, please take note all of my advice/observations are based on field-testing. I DO NOT use any sort of frame data. Final? Edit: 12/15/09 - I've given up on this somewhat due to the fact that I find difficulty in expressing my ideas through the board in the midst of different terminology. This thread may be updated with general viewpoints rather than tactics in the future that pertain to combo damage and options, and more theoretical approaches and mindsets rather than execution and damage output (See LK's Info for That). ~Chun
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Ragna has a combo in which links directly into his astral finish, guaranteed. Rachel can guarantee an Astral hit by locking down an opponent with wind correctly. V-13's Astral can be activated instantly as any other command throw. If you don't know these by now I'd be surprised. There's no reason to abandon research for it if other characters find it plausible, (Though the frame startup and setup is pretty much impossible as it looks). ~Chun
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Yet it is pretty practical for some characters, thus the inquiry. ~Chun
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Haha, I found air to air game against Tao was much easier staffless because of the j.C, and ability to use Rekka B in air. Seems like you and I are at odds for everything. ~Chun
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In that particular match I tested a 50/50 make or break approach to Ragna, doing either Rekka C or Rekka A. Reason being the Chun bounce was much more versatile that I originally thought, and equally paid for itself in damage and setting up. Besides the 5B carry there is also the possibility of the Rekka A into another C then B for "daisangen" which provides more carry into corner, while stuffing IAD approaches.
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I think this could be divided into a matter of preference again, due to the situation that requires it. The Tao I play against is constantly in the blind spot of j.C and j.B, ready to continue blockstun right after a whiffed move, to the point where if any move whiffs even at reasonable distance initiative is lost. ~Chun
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I find that extremely questionable. I just returned from a session with TaoFTW and most of my air normals needed to be much earlier (Psychic almost) to beat rushdown j.B and throw mixup (In air game).
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You're talking like Taokaka gives you time to buffer your j.C right before that cat drive nails you in the face (rather, her air catpunch normal). ~Chun
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As an example, Taokaka beats every normal you have in the book besides j.A due to speed (j.B/C come out too slow), and the buffer distance of the airthrow is that much quicker an option. Also, you can pick up from airthrow by landing 5C (w/staff) Stance A into 2C 6C, 2B 2C JC j.C [D]... ~Chun
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As I stated before, half of these were experimental. The first match was, if anything, a match between myself and a guy I play very often to the point where I was using some options to randomize. Also, stance A into the throw? Why would you throw out of the corner? It's hard enough getting Ragna into it, I find the tradeoff much better than just raw damage. I'm actually offended by this. Who are you to tell me I don't know what I'm doing? I posted my videos to get opinions on some of the options I used, not to be lectured about what I need to study (I've played since its release, following Nico Matches as you have) like I've never played this character before or done any research. But I suppose that's my fault for not being clearer. I appreciate all the observations and time you're putting in to critique me, but I want to hear your take on the approaches/attacks, NOT my own attack flow. This was a casual tournament and I was aggressive to test some options. ~Chun
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Since this isn't just a Japanese Player listing I thought I'd up some of my own. I miss the 6C after string (Not always safe), but besides that these tourney matches I'm in are half serious half experimental at the time. I was mixing rekkas into it as well because two of the three people play me enough to know my basics. Let me know what you see. http://www.youtube.com/watch?v=TTyUBGTJ8Ic Playing against a good Ragna; note which moves are stuffed easily, what can be punished when it looks safe. http://www.youtube.com/watch?v=bAa-vF0BEMk Carl match, note weight class differences and how it effected my normal strings (Also tactic is to run the hell away from that thing). Also usage of autoblock stance. http://www.youtube.com/watch?v=Wk89-gjNhDw Playing against a relatively fresh/new Ragna, mostly note some normals that stuff her moves and this match is the only time I didn't drop my chains as much. ~Chun
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I don't care for 2B really at all since more than half the time people approach Litchi from the air because the only viable anti-air she does have is the DP. It'd take 5C any day because of how big the hitframe is, but also the range; most players run straight into it, and it's easier to combo on hit confirm than 2B for general stuff. Really I can't see 2B at all. I never see JP people really use it and from my perspective it's almost junk tier to 5C. She has the second best airthrow range in the game from dash startup; I'd seriously consider looking more into it because it beats out most character approaches if timed correctly; from there it's land 5C, stance A dash 2C and then whatever your preference. ~Chun
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My perspective on 2B really amounted to feeling it was a far poke that wasn't really all that useful for anything else; 6A right afterwards seemed really slow and easy to jump out of or prepare for RAGNAFIST after execution. Though long, on block it I feel it really shifts momentum in a bad way, like I lost pressure/the initiative against my opponent. P.S. Gor plays V-13, Vet plays Ragna orz ~Chun