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Everything posted by Spud
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2 Litchis in the Top 8 at SBO.
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I transcribed Prism a while ago and lost it the next day, lol. I think I'll do it again soon.
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Well, I must say I hate waiting for Nu, Ragna, and sometimes even Tager to get through with their sometimes annoyingly long combos.
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Trying to get more okis into my game...what's a simple oki trick (or whatever you call 'em) to use? I saw the one in the corner kinda like ...(whatever starter) > tsubame > j.C kote4 [D] ]D[ to pop them up on tech, then 6C > tsubame > repeat. Are there better ones?
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There's nothing more satisfying than raping someone with corner okis and get a message along the lines of "OHHHHHHHH MY FREAKIN' GOD DUDE HOW DID YOU DO ALL THAAT!!!!!!!????::thumbu::scared::drool:" Yes, the smilies were necessary.
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Isn't that how it's supposed to read? Excuse my pretentiousness
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^ RiichiB (ReachB) and then Shishin?
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... ... :blue: um, maybe it's just me, but uh...this can't be right. Can it? :pissed:
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I just wait for until right when she finishes saying Hatsu (just a smidge after it would come out from mashing)
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I get praised a lot...right up until I have to play someone. I do a lot of things that confuse my opponent (and entertain me), like RiichiC juggles in the corner, j.BC loops, etc. People get really pissed at me sometimes since a lot of things I do look like loops. I've gotten some hilariously angry hatemails over Live.
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No such thing.
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lol, I was trying to do ItsuuA > kote6 haku hatsu RiichiA IppatsuA. It messed up, as you can probably tell. Thanks, this was actually my first match against a decent Bang who didn't just spam the same combo over and over hoping to get a hit (I've actually never played against a Super Bang before), so I'll add this to my (long) list of matchups I need to learn. Thanks for the feedback. EDIT: I do 2B 2C because it works on everyone, so I never forget and mess up the combo. It's happened before, so I've tried to keep my combos nice and generic. DOUBLE EDIT: I'm known for doing random Supers, I do it intentionally to throw the opponent off. It's stupid, but fun. And that's what matters.
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Yeah when I'm having trouble getting in on an opponent, I launch the staff with D or Shishin and try to sneak in a quick mixup. On a similar note, anyone notice how much a regular launch puts the opponent on edge? When I do a normal launch, everyone I've played seems to turtle in the corner for five seconds.
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Evaluate my Litchi pretty please. www.youtube.com/watch?v=OWF5jg4qlYk I know I'm...rough around the edges. I played sloppy, had a lot of execution issues, but what the hey.
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*Yawn* so little activity
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Suggestions? Where? I didn't see any. It's a mirror match, it's supposed to be silly. Think of it like a pie-wresling match. There really isn't much strategy-wise besides the obvious, watch out for tsubame and flying staff and such. You know (or should try to know) all the general Litchi strategies and tricks, so it really just boils down to raw skills and luck.
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Maybe the RiichiA is just good for carrying the opponent to wherever you want/need them to be? Since it apparently carries for such range.
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I just jump and airgrab a little early, then do chun > char specific combo.
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Haha yeah, I have a tendency to exaggerate every now and then. But that combo definitely does more than 50%. I have a friend who can hitconfirm into this combo out of damn near anything. I'll try and figure it out though. ...a Volt Spark connecting is your only shot as far as I know.
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If she has the staff in her hand after 6C, she'll DP. If not, she'll 5C (or some varient) to buy time for the staff to return, then DP. ... ... ... Hey all, I play Litchi. Basic strategy Litchi is to play slow, be patient, and keep a Volt Spark thingy handy. Important to remember is that the average Litchi is, more often than not, more scared of you than you are of her. When she backs up and starts poking with 6B and 2B, just crouch block (never ever Sledge); she has no reliable overheads until she gets to point-blank range. Walk up a bit in between each poke, there should be some slight delay. Watch out for her 6B feint (where she spins but doesn't actually shoot the stick out), it can open mixup options for her. Eventually she'll get bored and try to rush down, but I can't really say what Tager should do here, I don't play him. I can say that I usually see a lot of her tricks getting beaten by 360A or his grab Super (720B?). Try and have a Volt Spark ready, the threat of an 80% health combo off of one givees you a larger advantage than you know. Other than that, you know the drill. Her combos take 15 minutes, but actually aren't too damaging compared to yours. Tear her apart when she has no staff, watch out for her panic buttons (DP, Supers). You know what to do. So...uh, yeah. Good luck and good hunting.
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How does Great Wheel/Daisharin work? I see it being controlled in videos like the one below, but it doesn't work for me. How do you make it move where you want it to? http://www.youtube.com/watch?v=UvPHAz6ww-Q
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Okay, and last question: how do you get out of that thing where he sucks you in from the air during a combo. I usually use J.D so that the staff hits him out of it. (assuming I'm smart and have the staff on me)
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So 6B consistently beats sledge? Or is it smarter to autoguard with Itsuu -> combo?
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*sigh* We came here to get matchup knowledge. Not to dick around about who we should be discussing or who knows the most.