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Posts posted by deadsnake
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The changelog:
f.S - the active duration increased from 5 to 7 frames; now staggers on counter-hit.
Stroke the Big Tree HS (41236HS) - the blow back on hit is changed; now wall-splats in the corner; added the starter proration of 90.
Sultry Performance HS (j.236HS) - changed the bounce-off on full hit; the max charge time is reduced.
Sterilization Method (214HS) - the duration is increased; now invincible at the knees; no longer in the counter-hit state during recovery.
just to be sure, the increased duration of 214HS is on the active frames or on the startup?
anyway thx for the translate
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wow, the air green note does travel much faster than the ground version. thx
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so, I just started learning I-no, felt like she's very hard to use in neutral. but nvm that for now, my question is, why can't I oki using anti depressant? every time I have a knock down from HCL with or wtihout VCL the green note is very slow and the opponent always manage to jump out of it very early. I can manage if it's a 2d knock down which is close but HCL/VCL is just impossible.
right now after a HCL/VCL knockdown I usually just hover j.k etc, it's kinda okay oki but I'm really curious on the antidepressant oki.
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I think by the time you realize ur opp. is withing 4b range, it's usually too late unless they're just free falling from great heights. best would be to yomi but if counter yomi-ed then litchi is screwed since 4b doesn't keep enemies away far enough to give litchi some time to recover
hmmm.... although on 2nd thought, I wanna see the frame animation/hitbox
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ALL HAIL LITCHI FAYE LING
a few more days and I'll be able to play litchi in CP
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so it's safe to assume that people gonna get the extras even though it's digital?
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On their TGS game lineup page, ASW listed two prices for BBCP.パッケージ版 7,140円(税込) - Package Version - 7,140 yen (Tax inc.)
ダウンロード版 6,800円 - Download Version - 6,800 yen
Yes, a digital version is basically confirmed.
so.. it is confirmed. good
and they should be available on day 1 right?
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ok, thx for the info
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are there any official announcement about BBCP being a digital content in PSN?
*instead of shipping the game, buy the digital version instead
if there will be a digital version of BBCP, the next question is, when will it be avail for purchase/download?
thx b4
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Crush Trigger 1000 R 80 100 N 3 B 3 BP* 30~59 1 28 0 16 S50 S100 B17 B31 - -Possible to charge
180F Heat Gauge Cooldown
Cannot guard crush while in OD
it is BP* and possible to charge/delay the startup from 30-59 frames that's around 1/2 second
but this is litchi we're talking about so I dunno about other chars
http://www.dustloop.com/wiki/index.php?title=Litchi_Frame_Data_(BBCP)
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it means that crush triggers moves are considered projectile... or is it just a few chars only?
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and in the earlier minutes, I see that u can delay crush trigger attack animation CMIIW, litchi baited zanshin
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and in a much more earlier moment, litchi kinda did a very late gattling from 5b[m] to 6a[m]
I never knew we can do this unless it was only implemented on bbcp
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You can always learn by example such as, "Will 5b>5c get me DP'd? Yes? Don't do that" and vice versa and such, the other thing to learn is what move is + on block, but you can also figure that out when you're blocking peoples shit and you can't punish it because you're stuck in guard stun which at times can lead to frame traps if you are mashing.ehh...? I'm pretty sure that 5b[m]>5c[m] has no holes unless u delay the 5c
5c[m]>3c[m] has a pretty big hole iirc but usually safe because of the distance
5c[m]>3c[m] point blank got me houtenjin T^T
5b[m]>3c[m] is suicide if the opponent is expecting it/point blank
anyway, I pretty much know the knowledge but not good at applying it on real match, but if applying the knowledge is by not doing something... I should be able to at least do that :v
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frame data are usually much more useful in higher gameplay levels where you want to do something with a very small window frame... I think....
honestly speaking frame data don't do much good to me =__= I'm not the person who can really apply the knowledge in a real match since I'm struggling a lot just get proper IBs
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I'm looking at those frame data's
5a/2a/5b/5c/2c P1 100?
yay....
*after looking further.... I think everybody got the same 100 P1 value for 5a/2a :v
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I beleve this is the most important combo for litchi
while holding staff & near corner : 5b 2c 6d hatsu haku chun haku hatsu riichiA ippatsuA tanki hatsu 5d(slight hold) chun staff2 6d 3c 5d 6c staff2 6d 3c kokushimusou(oki)
haku>hatsu should be a very easy cancel
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I think CP litchi is an even more balanced version than the CSE litchi.... since we got no more mokujin covering up our mixups :P but got treated with more tools and routes
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micro dashing after chun in CS2 was very hard because either pressing too late or 6b pops out instead of 5b
in CSEX I only know the likes of bla3x....j.d falling j.c staff2 dash 6a 2d kokushii and itsuu.a/b dash kote
and I don't think that's a micro dash
I think csex litchi is more about tk.chun for corner carry and avoiding proration on 6b[ch]
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I'll do the latter, I've been trying to slight delay the falling j.c even before posting here but I can't nail it yet.
Maybe I'm just too tired, gonna hit the bed after this.
thx TD
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after not playing for so long... I can't remember how I should combo hazama in the corner
5b 2c 6d 236b 236a 236c 236a 236b reach.a 5a 5b [5d] 236c staff2 6d 3c 2d 6c itsuu.c j.c j.d[oki]
but I can't seem to remember a route to kokushi oki....
5b 2c 6d 236b 236a 236c 236a 236b reach.a 5a 5b [5d] 236c staff2 6d 5b 6c[1] kote j.b dj.b j.c j.d j.c[fall] dash6a[always whiff in here]
where did I do wrong...
IFGC is nect saturday and I'm not prepared at all
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but anyway, all this time doing 6c 623/421d was fun
that's why I'm gonna miss it too
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Sadly it's too obvious and slow.I kinda disagree,
here's what I do to get 6a[m] in,
5b[m] 6a[m]
2b[m] 6a[m] <--- 6a[m] at the range of 2b[m], switch 6a with 3c/6b for mixups
and I will never do a 6a[m] point blank, it's too slow, make some space then do it out of nowhere
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6d link to 5a on crouching chars? news to me too... =/
it's should work on blokstrings too right?
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You mean do what everyone else does naturally but do it better? I think there's potential here but the rules are the rules, and Between the game's rules and Litchi's Rules there may not be so much room for improvement. I'm not going to say there's no hope, but I'm not going to sit here, bullshit myself and and say we CS1 again.well...what I meant when I said "we" was all the litchi players...including the japs.. so yeah, wait till the japs invent something lol(specifically because bbcp only avail in jp)
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.she has meterless oki, puff bal(crosses up on certain range), new normal, tsubame connects as a combo(though I really wanna see the proration rates for this). I think its a good start...
and staff launch has always been a very good tool to assist litchi's pressure
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@auredo: I believe litchi is the type of character that shines late in blazblue
we just have to figure out "how to shove up more damage and longer combos (aesthetic ly speaking)
[Xrd] I-No Gameplay Discussion
in I-No
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well.... a longer window to get chocked with a guitar sounds good for I-no I think, not necessarily talking about the time spent being chocked though.
I'd be pretty happy with that